Photogrammetry as a Tool for 3D Digital Representation and Prominence of Folk Art in the Context of the ICT Course in Primary Education. The Dynamic Combination with QR Codes, Sketchfab Repository and 3D Printing for Gamification Scenario’s Creation
摘要
In nowdays, students are the modern natives of the Information Age. They are daily users of digital content for educational or even entertainment reasons. Education is also adapting to the demands of this new situation. The need to create digital learning environments is increasing and even more the creation of 3D environments. To become the students creators of 3D digital content with Photogrammetry and also researcher’ s of Folk Art and culture is a special challenge. This work is qualitative action research in the education field. In this context, through a case study, the technique of Photogrammetry was utilized from students in the Primary education in the course of ICT. Important conclusions emerged for the educational implications. On the one hand, the acquaintance with this technique took place by utilizing the appropriate software. The three-dimensional models were uploaded on the Sketchfab repository and a digital Folklore Museum was created. In next step the collections of the digital museum were used to produce a Gamification application scenario, using posters with QR codes. Finally, 3D Printing were used in the school for the physical exhibition of the 3D digital models. As a result a methodology created that includes the 3D models creation with Photogrammetry and their presentation with Gamification elements using simple tools. With Photogrammetry as a key pillar for the promotion of Folk Art, important skills of the 21st century were cultivated. Based on the course of ICT in Primary School, in addition to the knowledge in important technological fields, the school opened to the society with the dynamic involvement of families in this project.