From virtual to tangible: Gestural experience in computer network education

Authors

DOI:

https://doi.org/10.14571/brajets.v18.n4.1654-1662

Keywords:

Gestural Interaction, Technology Acceptance, Educational Simulation, Computer Network Training

Abstract

While network simulators are commonplace in IT education, many fail to progress beyond basic skill replication within a synthetic environment. This article presents a study on the user acceptance of an innovative pedagogical simulator for computer network assembly that utilizes natural gestural interaction. Our investigation, focused on ergonomics, usability, and learner engagement, involved a cohort of student volunteers. Analysis of user perceptions reveals that system aesthetics, ease of use, and perceived utility are significant predictors of both satisfaction and overall usefulness. The findings demonstrate that bilateral (two-handed) gestural interaction enhances user immersion and satisfaction. The study also identifies current limitations, including insufficient auditory feedback and a lack of accessibility features for students with special needs. We propose future developments centered on interface personalization and ongoing research to validate the simulator's efficacy in long-term skill retention and educational outcomes.

Author Biographies

  • Eduardo Filgueiras Damasceno, Federal University of Technology of Paraná

    Eduardo Filgueiras Damasceno  is a distinguished expert in Educational Technology and Artificial Intelligence in Education. He earned a degree in Data Processing Technology in 1998, a master’s degree in computer science in 2005, and a doctorate in Electrical Engineering in 2013.  Eduardo has been at the forefront of integrating cutting-edge AI technologies into education, driving transformative advances that bridge the gap between technology and learning. His pioneering contributions focus on developing intelligent solutions that enhance teaching methodologies, personalizing learning experiences, and improving educational equity. Eduardo’s work continues to inspire progress in modern education, aligning innovative digital tools with the evolving needs of educators and students. He can be reached at damasceno@utfpr.edu.br. He can be contacted at email: damasceno@utfpr.edu.br

  • Armando Paulo da Silva, Federal University of Technology of Paraná

    Armando Paulo da Silva  is a distinguished academic with an impressive array of qualifications, including a Ph.D. in Science Education, an M.Sc. in Production Engineering, and a B.Sc. in Mathematics. Renowned for his expertise, Armando specializes in advancing Science Education and developing innovative approaches to solving complex mathematical problems. His work bridges theoretical insights with practical applications, inspiring advancements in both pedagogy and problem-solving methodologies. He can be reached at armando@utfpr.edu.br .

  • Mauricio Iwana Takano, Federal University of Technology of Paraná

    Departamento de Engenharia Mecânica

    Universidade Tecnológica Federal do Paraná

    Cornélio Procópio, Paraná, Brazil

  • Ederson Luis Locatelli, Federal University of Technology of Paraná

    Programa Multicampi de Ensino

    Universidade Tecnológica Federal do Paraná

    Cornélio Procópio, Paraná, Brazil

    locatelli@utfpr.edu.br

  • André Luiz Przybysz , Federal University of Technology of Paraná

    Programa Multicampi de Ensino

    Universidade Tecnológica Federal do Paraná

    Cornélio Procópio, Paraná, Brazil

  • André Luís dos Santos Domingues, Federal University of Technology of Paraná

    Departamento de Computação

    Universidade Tecnológica Federal do Paraná

    Cornélio Procópio, Paraná, Brazil

References

Aly, M. (2024). Revolutionizing online education: Advanced facial expression recognition for real-time student progress tracking via deep learning model. Multimedia Tools and Applications, 84(13), 12575–12614. https://doi.org/10.1007/s11042-024-19392-5

Damasceno, E. F. (2023). Conexões Transformadoras: Desvendando a Educação e Tecnologia do Futuro. Ensino e Tecnologia Em Revista, 7(3), 1. https://doi.org/10.3895/etr.v7n3.17729

Fan, L., Zhang, Z., Zhu, B., Zuo, D., Yu, X., & Wang, Y. (2023). Smart-Data-Glove-Based Gesture Recognition for Amphibious Communication. Micromachines, 14(11), 2050. https://doi.org/10.3390/mi14112050

Fernandes, A. M., Damasceno, E. F., & Valentim, N. M. C. (2023). Um Mapeamento Sistemático da Literatura sobre Ambientes Digitais para o Treinamento de Profissionais da Educação. Anais Do XXXIV Simpósio Brasileiro de Informática Na Educação (SBIE 2023), 496–508. https://doi.org/10.5753/sbie.2023.233052

Ibrahim, R., Leng, N. S., Yusoff, R. C. M., Samy, G. N., Masrom, S., & Rizman, Z. I. (2018). E-learning acceptance based on technology acceptance model (TAM). Journal of Fundamental and Applied Sciences, 9(4S), 871. https://doi.org/10.4314/jfas.v9i4S.50

Juan, W. (2021). Gesture recognition and information recommendation based on machine learning and virtual reality in distance education. Journal of Intelligent & Fuzzy Systems, 40(4), 7509–7519. https://doi.org/10.3233/JIFS-189572

Orlandini, T. de A., Piacentini Jr, E., Silva, A. P. da, Klaiber, M. A., & Damasceno, E. F. (2024). Análise da manipulação gestual para treinamento de redes de computadores. Caderno Pedagógico, 21(12), e10151. https://doi.org/10.54033/cadpedv21n12-015

Rengganis, Y. A., Safrodin, M., & Sukaridhoto, S. (2018). Integration Head Mounted Display Device and Hand Motion Gesture Device for Virtual Reality Laboratory. IOP Conference Series: Materials Science and Engineering, 288(1), 0–8. https://doi.org/10.1088/1757-899X/288/1/012154

Shanthakumar, V. A., Peng, C., Hansberger, J., Cao, L., Meacham, S., & Blakely, V. (2020). Design and evaluation of a hand gesture recognition approach for real-time interactions. Multimedia Tools and Applications, 79(25–26), 17707–17730. https://doi.org/10.1007/s11042-019-08520-1

Sheu, F.-R., & Chen, N.-S. (2014). Taking a signal: A review of gesture-based computing research in education. Computers & Education, 78, 268–277. https://doi.org/10.1016/j.compedu.2014.06.008

Tölgyessy, M., Dekan, M., & Chovanec, Ľ. (2021). Skeleton Tracking Accuracy and Precision Evaluation of Kinect V1, Kinect V2, and the Azure Kinect. Applied Sciences, 11(12), 5756. https://doi.org/10.3390/app11125756

Vieira, R. M., Da Silva, A. P., & Damasceno, E. F. (2025). A Metaverse-based approach for financial literacy in Brazilian vocational school. Metaverse, 6(1), 3222. https://doi.org/10.54517/m3222

Downloads

Published

28-12-2025

Issue

Section

Article

How to Cite

Damasceno, E. F., Paulo da Silva, A., Iwana Takano, M., Locatelli, E. L., Przybysz , A. L., & dos Santos Domingues, A. L. (2025). From virtual to tangible: Gestural experience in computer network education. Cadernos De Educação Tecnologia E Sociedade, 18(4), 1654-1662. https://doi.org/10.14571/brajets.v18.n4.1654-1662