Introduction to Think b4u Throw


Purpose of using Think b4u Throw

Think b4u throw is an educational AR-based android application that allows children from 7years and above to practice waste segregation by providing real-life scenarios of trash and bins.

Motivation

  • Students are aware of waste segregation but practically they find it difficult to decide which type of waste suitable for which categories of bins.
  • Educational games can be used to promote motivation, interest, and curiosity of the students as a learning tool.
  • AR’s ability to supplement natural attractions with digital content allows students to have a more enjoyable experience, giving them new opportunities in terms of mobility, visualization, alternative, perspectives, and comparison.

User interaction

  • First, User scans the 3 markers to know what are the different colored dustbin use for the different types of wastes.
  • User then scans the 4th marker to enter the game interface, after scanning the marker game interface will popup. The game interface composes of 3 colored dustbins, a waste, and buttons that are labeled as recyclable, hazardous, biodegradable.
  • User has to decide which dustbin will be suitable for the waste selected in the app interface and tap button, according to which feedback will be provided.

Demo of Think b4u Throw



Project Team:


  • Pratishtha Negi
  • Mayank Sahu
  • Gaurav Jaiswal

Resources required

Getting started with G-v-G

  • If you wish to use G-v-G offline from your desktop or laptop then click on the download zip folder button to download the software. Extract the folder and then click the index.html file.
Download ZIP
  • If you wish to use G-v-G online, without downloading the software, then click on:
    • Teacher's corner: If you are a teacher.
    • Researcher's corner: If you are a researcher.
    • Developer's corner: If you are a developer.

Teacher's corner

Introduction

Concepts of 3-dimensional (3D) Geometry are challenging to grasp for school students. The skill of manipulating 3D objects and interpreting their structure and properties are difficult. Traditionally to teach topics that have three dimensions, 3D artifacts have been used. However, it is desirable to give opportunity to the learner to interact during the construction and manupulation of 3D objects. This application allows a teacher to use learner-centric activities (see below).

Activity 1: Construct Run Teacher Manual
Activity 2: Construct & Connect - I Run Teacher Manual
Activity 3: Construct & Connect - II Run Teacher Manual

Researcher's corner

Research work done with G-v-G

Cite as: Lakshmi, T. G., Narayana, S., Prasad, P., Murthy, S., & Chandrasekharan, S. (2016). Geometry-via-Gestures: Design of a gesture based application to teach 3D Geometry. In Proceedings of the 24th international conference on computers in education (pp. 180-189).

Abstract: Geometry holds a special place in Mathematics. Learning of Geometry requires understanding and integrating a wide range of topics such as coordinates, shapes, theorems, proofs, properties and formulae, to name a few. In 3D geometry, students find difficult the manipulation of 3D objects and interpreting their structure and properties, such as volume and surface area. Research shows that students mainly focus on the formulae and the numerical operations to calculate the volume or the surface area of a 3D object, and not on visualizing the 3D objects. Various media such as images, animation, simulations and 3D geometric software have been used to help learners visualize 3D shapes. However, the affordances provided by these media do not fully support the construction and manipulation of 3D objects. Based on an embodied interaction approach, we have designed a gesture-based application for high school students to learn the properties of 3D objects. In this paper, we describe the design of the application, “Geometry-via-Gestures” (GvG), which enables learners to construct a right circular cylinder using gestures and derive its volume. We present the results of the first prototype pilot and the proposed redesign

Cite as: Narayana, S., Prasad, P., Lakshmi, T. G., & Murthy, S. (2016, December). Geometry via Gestures: Learning 3D geometry using gestures. In Technology for Education (T4E), 2016 IEEE Eighth International Conference on (pp. 26-33). IEEE.

Abstract: Concepts of 3-dimensional (3D) Geometry are challenging to grasp for school students. The skill of manipulating 3D objects and interpreting their structure and properties are difficult. Traditionally to teach topics that have three dimensions, 3D artifacts have been used. However the opportunity of the learner to interact during the construction and manipulation of 3D objects is desirable. In this paper, we present an application - Geometry via Gestures (G-v-G), which enables learners to interact with 3D objects using their gestures. We report observation and analysis from an exploratory study that was performed to identify the different aspects of 3D geometry that students could learn in the process of using the application. We also examined the students' perception of learning with the application during the study. The analysis indicates that students learn about structure and property of 3D geometrical objects after using G-v-G. In addition, students participating in the study, expressed keen interest in learning additional topics of geometry using gestures.


Future work:
The project is closed now but you can explore the following areas:
  • 3D Property:
  • The current research has helped students derive the volume property using G-v-G. Further research can look at how surface area of regular 3D objects and similar properties (volume and surface area) of non regular 3D objects such as sphere, cone etc. can be elicited from students using visualization and task appropriate gestures.
  • Collaboration:
  • There is extensive research on how collaboration in ICT tool for education can enhance learning. The same can be explored for G-v-G. For example, in a group setting learners can collaborate and work on specific inquiry activities with G-v-G as a tool.
  • Student engagement:
  • The pilot study studied the students’ learning about the properties of 3D structure with G-v-G and their perception of learning 3D Geometry after using G-v-G. Future research could also explore the effect on engagement level of students using this application.
  • Composite gestures:
  • Currently G-v-G uses certain predefined gestures to convert 2D object to the desired 3D form. Research could also explore composite gestures (combination of multiple gestures) to perform complex tasks. An example of such gesture could be that of slicing a 2D cylinder and opening it to attain 2D rectangular shaped piece.

    Developer's corner

    Introduction:
    You can develop applications using Leap motion controller in a diverse set of languages and scripts such as C++, C#, Java and Python. G-v-G has been coded in Javascript, HTML, CSS and Jquery. One can extend the code to include other features and improve the effectiveness of this application.
    Resources Required:
    Git Hub link: https://github.com/nexteducationrlab/G-v-G.git Read Me
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