case study - augmented reality experts · augmented reality experts augmented reality in education...
TRANSCRIPT
CaseStudy
AugmentedRealityinEducation
By
Education
AugmentedRealityExperts
AugmentedRealityinEducation 2
TableofContents
ScopeoftheCaseStudy.........................................................................2
IntroducingAugmentedReality..............................................................2
WhatisAugmentedReality?..................................................................2
WhyuseAugmentedReality?.................................................................3
AugmentedRealityinEducation............................................................3
ApplicabilityofAugmentedRealityinEducation....................................3
WhattheResearchSays.........................................................................4
DifferentusesofAugmentedRealityinEducation.................................5
DifferentEducationalContexts..............................................................7
FutureofAugmentedRealityinEducation.............................................8
HowARECanWorkwithYou.................................................................8
ARAppDesignConsiderations...............................................................9
ExampleApplications...........................................................................11
References...........................................................................................12
ScopeoftheCaseStudy
This case study introduces readers to augmented reality (AR) and itsapplicationintheeducationsector.AfterbrieflyexploringtheconceptofAR, the case study details the how and why of its use in differenteducational contexts by drawing on practical examples and researchfindings.Snapshotsaboutitsrelevanceinthecontextsoftheearlyyears,middle and senior schooling and higher education are also provided.Lastly,informationabouthowourteamatAugmentedRealityExpertscanhelp you achieve you AR objectives is provided along with a templatedesignedtohelpyoushapeyourownARapplicationandlistofexampleapplicationstoreview.
IntroducingAugmentedReality
WhatisAugmentedReality?
With the advancement of technology and changing demands of anincreasingly digitally literate population [1], augmented reality (AR)continuestoentermoreandmorefacetsofourlives.Oneoftheearliestwidespread examples of this was in sports coverage where additionalinformation such as touchdown lines or 3-point markers have beensuperimposed over the live playing area – augmenting the viewer’sexperience. Similarly, gamers engage in an AR experience assupplementary information about health, targeting systems, location,weaponsetc.thatrespondstotheirsurroundsissuperimposedoverwhat
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theysee.ARisdefinedbythisbringingtogetheroftherealandthevirtualto enhance our knowledge and understanding and help us do thingsbetterandmoreefficiently[2].
“Withaugmentedrealityweharnesstheaffordancesoftechnologytoprovideuserswithanenhancedexperiencebyaddingalayerofdigitalinformationtoourexperienceoftheworldaroundus.This
experiencecanbedeliveredinmanywaysusingdifferenttechnologiesacrossdifferentlocationsforvariouspurposesand
industries”
Alec,AugmentedRealityExperts
AR can be conceptualised as forming part of a continuum that rangesfrom virtual reality (completely synthetic) to telepresence (completelyreal)[3], which is the end AR is typically closer towards [4, 5]. Unlikevirtual realitywhichtakestheusertoanewworld,ARdoesnotseektoreplacereality,butratheruseitasabackground[6].ARisnotlimitedtocertain tools or technologies, and has been understood as a techniquecomprisingthreekeycharacteristics; that itcombinesrealandvirtual, isinteractive in real time and registers in 3D (although 2D options arepossible)[7].RegardlessofhowonedefinesAR,whenweuseitwearenolonger a “detached observer”, but rather enter the digital environmentandinteractwithit[2].
WhyuseAugmentedReality?
It is theblendingof the realanddigital thatgrantsARsuchwidespreadpotential,yethassimultaneouslyposedtechnologicalchallenges.ForARtofunctionwellobjectsneedtobetrackedinspaceandtimesothatthe
virtual and real visually align and coincide in real time. While theseseriousresourcingneedsmayhaveheldtheindustryback,digitalnativesare now demanding more innovative and interactive opportunities.Coupled with the widespread adoption of smartphones and otherpersonal devices, these drivers have spurred interest from developersand companies in recent times [8]. As a result, AR is becoming morewidely known and better understood, especially since the successfulrelease of PokemonGo in July 2016 which bough AR into the lives ofmillionsacrosstheglobe[9].However,ARshouldnotbethoughtofonlyin relation to gaming, in fact the characteristics of AR mean it hascountlessapplications,especiallyinthefieldofeducation.
AugmentedRealityinEducation
ApplicabilityofAugmentedRealityinEducation
The increasing prevalence of smartphones andmobile devices [10] andstudents’ familiarity with them has facilitated the inclusion of AR intomainstreameducation [11].WithARusehavingsteadily increasedsince2007andARresearchhavingintensifiedinrecentyears[11],itappearstovalidatepredictionsin2010thatARusewouldsoonbecomemainstream[12]andsuggeststhatinterestwillcontinuetoincrease[11].
“Augmentedrealityhasstrongpotentialtoprovidebothpowerfulcontextual,in-situlearningexperiencesandserendipitous
explorationanddiscoveryoftheconnectednatureofinformationintherealworld.”
Johnson,L.F.p.22[13]
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The augmentation of the user’s experience by overlaying additionalinformation in the forms of text, images, video etc. provides greatpotential for AR in the field of education. The accepted importance oflearningcontext,interactionandrealworldapplicabilityonthequalityoflearning[14,15]furtherillustratesthepotentialforARinthisfield.
“[AR’s]uniqueabilitytocreateimmersivehybridlearningenvironmentsthatcombinedigitalandphysicalobjects,therebyfacilitatingthedevelopmentofprocessingskillssuchascritical
thinking,problemsolving,andcommunicatingthroughinterdependentcollaborativeexercises”[16]
Forexample,ARcanhelpstudentstoengageinauthenticexplorationsofthe real world [17]. Therefore situated, cognitive and experientiallearningpracticeshavefoundstronglinkswithAR[15,18-21],especiallybecause of the level of immersion and interactivity possible [22]. AR isalsoabletoassistwithlearningandmemoryprocessesbecausewetendto “remember things better when they are spatially associated withlocations in3Dspacesratherthanasabstract ideas” [2].Thisprocessofremembering things by relating them to spatial locations can be usedeffectivelytorecallinformationbywalkingbackthroughcertainplacesor‘loki’[23].
WhattheResearchSays
WhileresearchintotheuseofARineducationisexpanding,theyremainlimitedandtypicallyreportonsinglecasesoftechnologyuse.Despitethelimitedresearchonhowtheuseofmobilecontext-awareARcanbeusedtoenhance learningand teaching [20], the following findingshavebeenreported.
KeybenefitsofARdiscussedintheliterature:
• ARcanenhancelearningachievement[11,24-26]
• ARcanengagestudents&motivatethemtolearn[24,25,27-34]
• ARcanspecificallybenefitremediallearners[35,36]
• Educators, parents& students tend to exhibit positive attitudestowardstheuseofARtools[16,28,37-39]
• Studentsvaluetheprovisionof instantaneousresults/ feedbackmadeavailabletothem[25]
• ARcanredefinelearningspaces
• TheuseofARcanpromoteamoreenjoyablelearningexperience[27,28]
• AR can help improve teaching effectiveness especially whenteachingabstractconcepts[38]
• ARcaninfluencechildren’sconfidence&imagination[38]
• ARcanencourageinformal&self-directedlearning[38,40,41]
• ARenableschildrentoplay&interactindifferentways[37]
• AR can support positive emotional attachment with theenvironment[25]
• ARcanfosterskilldevelopment[39]
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Sixkeyconsiderationsfromtheliterature:
1. TheroleoftheeducatorremainscriticaltothesuccessofARuse.IfeducatorshavepositiveexperienceswiththenewtechnologiestheyareincreasinglylikelytouseitagainandencouragefellowcolleaguestouseARintheirclassrooms[28,42].Therefore,adequatePDintheuseofARandICTiscriticaltolong-termsuccess[38].
2. Adequate resourcing is important to the success of an ARinterventionwitha lackofresourcesoftencitedasakey limitation.This includes technical support, internet capabilities, hardwarecapabilitiesanddevicetostudentratios.
3. Accountingforthecontextofuse.ARcanextendandintroducenewlearning spaces [27], however, Wi-Fi connectivity, safety, studentsupervision,weatheretc.needtobeconsidered.Moreover,someARapplicationsmay not be feasible in the crowded classroom settingwhileothersare.
4. Cognitive overload and usability issues for students need to beaddressed as they are some of the most frequently reportedchallengestoAR[11,20,43,44].Tohelpwiththis,especiallywhenstudents are being introduced to new AR applications, adequatetimeneedstobeallocated.
5. Managing stakeholder concerns about addiction and the need forhumaninteractioniscritical.Understandingandaddressingparentalconcerns is particularly important in the school and early yearscontexts[29].
6. Maintaining learner interest in using AR tools once the noveltyfactorwearsoffneedstobeconsidered.Whilestudentsaretypicallyexcitedby thenewtooland interactiveactivities, the literaturehasraisedquestionsabouthowlongthisinterestwilllast[38].
DifferentusesofAugmentedRealityinEducation
AR is an effective learning and teaching tool [28] that offers manypotential advantageswhenusedeffectively in educational settings [45].TherangeofdifferentpossibleapplicationsofARineducationisdiverseandthere isnoclearorgenerallyacceptedwayofbreakingthemdown.For example, AR can be used to provide extension opportunities andinteractive classroom aids, revolutionise assessment, facilitate life-likesimulations, provide reference information and address specificeducationalneedsorniches.Moreover,atafunctionalleveltheformsofARavailable toeducatorscanbecategorisedaccording towhether theyare location-aware or vision-based [20]. Location-based applicationstypically rely on GPS positioning as the trigger for the provision ofadditional information as students move around a physical location.Meanwhile, vision-based applications rely on students pointing thecameraatanobjecttoreceivetheaugmentedexperience
IncategorisingthedifferentusesofARDiegmanetal.(2015)[46]chosetofocuson implementationand identifiedthefollowingfiveways inwhichAR can be implemented in education: 1. Discovery-based learning, 2.Objectsmodelling,3.ARBooks,4.Skillstraining,and5.ARGaming.HereweusethesefivecategoriestobrieflyoutlinehowARiscurrentlyusedineducation. We have adopted this approach to provide a simple andinclusive way of communicating what is possible across differenteducational settings, disciplines and levels. These categories are notintendedtobeexhaustiveandwerecognisethatoverlapexists.However,the information provided aims to highlight some of the possibilitiesavailableandstimulateyoutothinkabouthowARcouldbeusedinyourowncontext.
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Discovery-basedlearning
“Studentslearnbestwhattheyhavetofigureoutforthemselves”[47]
AR’sabilitytoprovideaninteractiveandexploratoryexperiencenaturallysupports discovery-based learning. By overlaying and linking digitalinformation with real-world experiences, AR helps students createconnections.Thisaccesstoadditionalinformationenablesthemtoeasilyexplore topics and ideas further, even in their own time as they takeresponsibility foron their own learning journeys. Such applicationsmayprovidestudentswithadditionalinformationrelatingtospecificexhibits,buildings, animals, books etc. that they encounter. For example, theAmericanMuseumofNaturalHistorylaunchedandARapptoaccompanytheirBeyondPlanetEarthexhibitionthatenabledviewerstocollect11ARelements, giving them access to additional information including 3Danimations.Otherappsenablestudentstopointtheircamerastotheskyandfindoutwhatconstellationstheyarelookingatandthendigdeepertolearnmoreabouttopicsthatinterestthem.
Objectsmodelling
AR can provide interactive 3D renderings of almost anything to assiststudents in grasping new and different content. Thismodelling enablesstudents to get full 360-degree views of objects, be they stationary oractive. Interactivecolouringpagesandworksheetscombinetherealandvirtualwhilechildrenandstudentslearnandexplorenewconceptsforallages.Otherappsdrawondifferentpropssuchblocks,flashcards,globesandposters toprovidestudentswithmoreengagingandvisual learningapproaches. Capture the imagination of childrenwith apps that overlaymoving and 3D images such as dinosaurs or butterflies onto the world
they see or get students to use design apps that use the camera todigitally capture the layout of rooms or buildings and enhance theirlearningexperience.
ARBooks
AR books can come inmany formswith different levels of interactivityandpersonalisation.Somechildren’sstorybookscanbescannedusingthecamera to reveal active 3D visuals, sounds and information that give awholenewmeaning tostory time.Thesametechnologycanbeusedtoenhancethetraditionaltextbookexperienceforstudentsandencourageindependent learning as they explore concepts further. These types ofbooks typically relyonyoudownloadinganappand thecamerapickinguponvisualtriggersonthepagetoaugmentyourexperience.ARbooksandstorytellingdevelopingfurtherandsomenowcombineaspectsofARgaming tooffer evenmore interactiveoptionswhere you can takepartandshapethestoryline.
Skillstraining
TheimmersiveyetaugmentednatureofARmakesithighlysuitedtoskillsdevelopment. The use of AR in skills training is typically facilitated bybeing able to show students how it is done, enabling them to practicethose skills in a life-like setting using simulations and lastly providesupplementary guidance, information and support in real time as theyperformthetaskorskill.Thishasgreatpotentialinthesciences,creativearts,physicalandapplieddisciplinesandinsituationswherereal-lifeskillstraining is hindered by resourcing, location or safety issues.Other appscanuseARtechnologytoverifythelayoutorset-upofskillschallengesortaskssothattheyarereplicableandcomparable.
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ARGaming
ArangeofeducationalARgamesexistthatmotivatestudentstolearnbyproviding fun, interactive and personalised environments and rewardstructures. Ideal for all ages depending on the complexity of the game,theapplicationofARgaming ineducation is justgettingafoothold.YoucanalreadyplaymanytraditionalgamesusingARsuchassoccerorpoolthat typically required equipment or playing surfaces, so the sky is thelimitwhenitcomestogamingineducation.
DifferentEducationalContexts
TheEarlyYearsofCareandEducation(ECEC)
Whileregulatingtechnologyuseamongyoungchildrenisimportant[38],we live inan increasinglydigitalworldandbecomingfamiliarwithARatan early age has been shown to facilitate the future development oftechnology skills [28]. AR aligns well with many key elements ofAustralia’sEarlyYearsLearningFrameworksuchasitsabilitytofacilitatediverse learningoutcomes, include indoorandoutdoorexperiencesandpromote the exploration of ideas and theories using imagination,creativity and play [48]. While the critical importance of play in childdevelopment iswell established [49] and thenatureof ‘toys’mayhavechanged in recent times [50], facilitating play through combining thevirtualandphysicalworldshasproventobegreatlybeneficialforchildren[49].DespitethispotentialandearlyusesofARinECECdatingbackoverfifteen years [51], the application of AR in ECEC remains anunderexploitedopportunity.
AugmentedRealityandtheSchoolExperience
With the Australian Curriculum promoting ICT skills and critical andcreativethinking,thevalidityofARinthissectorisclear[52].Moreover,themajority of studies focusing on the use of AR in education tend tofocusontheK–12sector [11].Thisprevalence inschoolshasbeenputdown to two possible causes. Firstly, AR’s ability to foster visual andsensorylearningalignswellwiththelearningneedsandstageofcognitivedevelopment of elementary students and early adolescents [53].Secondly, the familiarity of students with gaming makes thempredisposedtotheuseofARgamingtechniquesintheirlearning[54].
AugmentedRealityandHigherEducation
Ina timewhere traditionalhighereducation techniquesand institutionsareunder threat fromnewopen, flexible andonlineoptions, educatorsneed to remain up-to-date and provide students with quality value formoneyexperiencesiftheyaretoremaincompetitive.Infact,AR’sabilityto provide learner centred, interactive and immersive learningopportunities that combine thephysicalwith the virtualmakes it highlysuitedtoanincreasinglyblendedlearningenvironment.ARhasalsobeensuccessful in improving university students’ skill development andattitudetowardslearning[39].
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FutureofAugmentedRealityinEducationAsmentioned,whilethepossiblebenefitsofusingARacrossall fieldsofeducationiswidelyrecognised,itremainsunderutilisedintheclassroom.
Studiesalso suggest that itspotential to support specialneeds studentsremains a specific area thatwarranting further exploration [11, 34, 55].For those of us already using AR, we cannot rest on our laurels, asstudents attitudes towards AR may change over time [56] we mustremember that the tool itself cannot guarantee successful learningoutcomes.Pedagogicalandpracticalissuessuchasthepossibleneedformore class time, unsuitability in crowded classrooms, and instructors’experience with technology still present challenges, but should not beusedasexcusestoruleoutitsuse.Rather,theyshouldbeusedaspointsof reflection that help us engage in best practice. In the coming yearstechnological issues will continue to decrease as mobile device use,wireless internet connectivity and computing power improve. Theseconditionswill only further support the use of AR andmake it an evenmorenecessarycomponentofqualityeducation[39].
HowARECanWorkwithYouThe use of AR in Education in Australia is an exciting and developingopportunity.AtAREweareateamofspecialisedindividualsthatcombineskills across business, education, architecture andengineering, softwaredevelopment, animation and 3D rendering to create applications thatintegrateARwithpractical and creative innovations.WearepassionateaboutARandworkcloselywithourclientstofindnewandcreativewaystoleveragetheaffordancesofARtomeettheirobjectives.Wearebased
in Melbourne with representation in Sydney and Adelaide and lookforwardtorealisingyourARideaswithyou.
ContactUs:
+61416495006
36-38 Gipps St, Collingwood, Vic, 3066
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ARAppDesignConsiderations
ProjectTitle:
KeyObjectives☐Increaselearnerengagement☐Improveassessmentpractices�Improveawareness&understandingofcourseofferings�Improvestudentevaluations�Improveorenhancethecampusexperience�Improveprofessionaldevelopment&in-housetraining�Maximiseuseofclassroom/otherspaces☐Expandscopeoflearningactivities&enhancedelivery�Reduceskillstrainingtimes&costsforstudents�Other(specify)LearningConsiderations• Whatarethespecificlearningobjectives?• Howdotheselearningobjectivesalignwithyourcurriculumfocus
/plan?• Howareassessment&feedbackincorporated?• HowdoesARhelpyouachievetheseobjectives?SpecificUses�Provideextensionlearningopportunities�Provideinteractiveclassroomaids�Providemoreauthenticassessmentoptions�Providelife-like&immersivesimulations�Addressspecificeducationalneedsorniches
�Supportskilldevelopment�Providereal-timeinstructions&information�Provide3Dvisualisations&modelrendering�Facilitatepersonalised&self-directedlearning�Providelocation-basedinformation&interaction�Engagestudentsthroughinteractivegaming�Provideinteractivechecklists&reviewtools�Facilitatecampus,laborothersiteinductions&navigation�Enableremoteassistancewithtasks&activities�Otherfunctions(specify)DataCollectionandLearningAnalyticsWhich,ifany,keydatametricsorlearninganalyticswouldyouliketocapture?ContextofAppUse*Intendedlocation/sofuse(classroom,laboratory,campus,cafes,homeetc.)andactivitiesbeingperformed(experiments,bushwalks,mapreadingetc.)*Note:ContextofusewillhaveimplicationsonhardwarechoicesandsafetyconsiderationsSafetyandSecurityConsiderationsWhatpotentialsecurityrisksneedtobeconsidered?☐Accesstostudent/childinformation☐Accesstoorganisationaldataandintellectualproperty☐Other(specify)Whatpotentialsafetyrisksneedtobeconsidered?�Userdistraction
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�Hardwareobstruction/interferencewithactions�Provisionofinaccurateinformation�Othersafety&securityrisks(specify)Hardware☐Smartphones �Laptops�Tablets �Desktops�Smartglasses �Other(specify)�HoloLens
SoftwareConsiderationsLicensing IntegrationwithexistingplatformsUpdatability&modifiability Intendedaudience(public,internal)Abilitytoworkoffline IndividualorgroupuseDataexportingformats IntendeddurationofavailabilityWhichplatformsdoyouwantitsupportedon?�Android�iOS�Other(Specify)RelevantPoliciesandFrameworksWhatpoliciesorframeworksarepertinent?E.g.EarlyYearsLearningFramework,AustralianCurriculum,GraduateLearningOutcomes,Communications/Technologypolicies,other.Readiness• HowdoesARfitwithexistingorganisational&classroom
practices?
• Arestaffmembers&techsupportfamiliarwithARtechnologies?• Dotheorganisationand/orstudentshaveappropriatehardware?• DoeducatorsunderstandthepotentialofARtoenhancelearning?• WillusingARinfluenceorpotentiallychallengecurrentnorms?Content,DesignandMessages
• Designpriorities-easeofuse,practicality,enjoyment,look,feel• Keytopicsand/orprocessestobeincluded• Informationlayering• Legibility,flexibility,interactivity• Visualclues-images,graphicsandvideo• Keyphrasesandmessages• Relevantteachingandtrainingapproachesandpedagogies• Examplesofthemesorstorylinesfromsimilarapplications• Colourschemes,fonts,branding• Specificcharacters,products,animalsorobjects• Informationdelivery(visually,aurallyorboth)Notes
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ExampleApplications
DiscoveryBasedLearning
• Zoo-AR/TarongaZoo-AdifferentZooexperience• LayAR/Wikitude-Adeeperlookattheworldaroundyou• BayanTalesARDiscovery-Children’sfavouritejungleactors• StarWalk2/SkyView-Explorethenightsky• FieldTrip-GPStrackingprovideskeylocalinformation• SunSeeker-solarpaths,solstices,rise&settimes• GoogleTranslate–instantaneoustexttranslationusingcamera
ObjectsModelling
• Augment-Visualizenearlyany3DmodelinAR• Quiver/ 3D Coloring/ Spectacular/ Chromeville/ Chromeville
Science-Funeducationaltwistontraditionalcolouringin• Spacecraft3D-InteractwithavarietyofNASAspacecrafts• Elements4DbyDAQRI-Learnaboutreallifechemistry• ARFlashCards/OOBEDUARKidsApp-Interactiveflashcards• Orboot:ARGlobe-Anewtakeongeographyforkids• AR-3Dscience-Interactivephysics,biology&chemistrylearning• ARHumananatomy/Anatomy4D–Immersiveanatomy• Dinosaurs Everywhere / AR Butterfly Burst - Dinosaurs and
butterfliesareroamingthestreetswithyou• MagicPlan-Captureinteractivedigitalplansonyoursmartdevice• ZooKazam-Learnaboutanimalsinacompletelydifferentway
ARBooks
• MagicBook-Interactivechildren’scolouringbook• Tagme3D-EducationalseriesofARbooksforchildren• PearsonBouncePages-Augmentthetextbookexperience• PeronioPop-upBook-Ultra-imaginativepop-upAR/VRbook
SkillsTraining
• BoschToolboxApp-Everythingforthoselearningconstruction• Aurasma-CreateandshareyourownARexperiences• SkillCityfromManchesterCityFC-Compareyourskills• SketchAR–DrawingeasilyusingAR-Enhanceyourdrawingskills• ParkAR-Practiceyourparkingskillswiththisgame
ARGaming
• PrepareforImpact-3Daviationsafetygame• PoparDinosaurs-Educationalinteractivesmarttoys• CyberChaseShapeQuest!-3DARpuzzlegameforkids• PlayShifu:Fungamesforkids-Immersive&engaginglearning• KickBall-Kickavirtualsoccerballsolooragainstafriend• EuclideanFlickLands-Brainteasers• PhyscisPlayground-Immersive,3Dphysicslearning
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