Tuesday, January 27, 2015

RSA1: Augmented Reality in the Classroom




RSA1: Augmented Reality in the Classroom

Module Sources




Additional Sources







Module Overview

Augmented reality (AR) is a technology that allows a mobile device user to view technologically enhanced or altered images layered on top of the real-time image.  This technology can be used on a Smartphone or tablet.  The concept of AR is headed in a direction where technology that surrounds us will be able to sense how we are feeling and our typical body actions and then react to adjust accordingly.  Smartphones and other devices will be able to detect changes and make alterations according to our preferences.   For example, based upon the time that we come home and our body temperature and heart rate, a refrigerator may be able to determine the best meal to boost our energy and mood, all by using the ingredients currently in the refrigerator (Strickland, 2015).  AR can be implemented in the classroom through Inquiry-Based Learning.  This method of teaching allows the students to lead and control the way they come to the solution to a presented problem (What is IBL?, n.d.).   AR can allow this by providing multiple ways for a student to access additional information.

Overview of Additional Sources

According to Lee (2012), “AR promises to attract and inspire learners with the exploration and control of materials from diverse perspectives that have not been taken into consideration in real life” (p. 32).  AR can be used in the classroom to build learning experiences that otherwise may not be possible.  It also can allow students to guide their own learning experience.  According to Dunleavy (2014), there are three different instructional design principles that can be used when incorporating AR into classroom lessons: enable and then challenge, drive by gamified story, and see the unseen.

Instructional Design to Implement AR in the Classroom

For enable and then challenge, teachers design their lesson to allow students the means to get the information. Then, the teacher challenges them with a problem or question that they need to solve before moving on to the next piece.  Another design principle is to drive by gamified story.  In this principle, teachers create a point system to have students learn concepts through playing the game.  The third design principle is to allow students to see the unseen.  AR allows students to access information such as how buildings or people used to look or act, and to dig deeper into a context by looking into or through an object.  For example, when pointing a device at a picture of a human body, an image or video could pop up that shows the organs or bones in the body.

An application that allows teachers to create their own AR lessons is called Aurasma.  This application takes a still image, such as a textbook cover or a spelling word and links it to a video.  This way, students can access the information at their own pace and as frequently as needed (Klein, 2015).  There are many different ways to incorporate this technology in the classroom and the video below explains various ways AR instructional design principles can be used. 

Comparison of Module Readings and Additional Sources

Both the module readings and additional sources agree that while AR can be successfully used in the classroom, it is important to remember that there needs to be variety in method of instruction.  The different instructional principles listed above are effective in teaching certain concepts, but cannot be used to teach everything.  According to Dunleavy (2014), “it is not a tool well-aligned with all forms of effective instruction (e.g., repetition of a key skill set)” (p. 33).  Also, it is important that teachers determine the learning outcomes before implementing a plan for use of technology.  According to Mincock (2013), “Most people who interact with AR for the first time have a mind-blowing experience but fail to consider classroom applications.”  If a teacher does not consider classroom applications and appropriate learning outcomes, AR will only be an attention-grabbing form of technology, as opposed to a way to promote inquiry-based learning.




References

Cooper, C. Teaching with Aurasma (Video file). Retrieved from https://www.youtube.com/watch?v=uHIxYpBW7sc

Dunleavy, M. (2014). Design Principles for Augmented Reality Learning. Techtrends: Linking Research & Practice To Improve Learning, 58(1), 28-34. doi:10.1007/s11528-013-0717-2

Klein, E. (2013, May 26). How to use augmented reality in your classroom. (Web log comment). Retrieved from http://www.kleinspiration.com/2013/05/using-augmented-reality-

via-aurasma-in.html

Lee, K. (2012). The Future of Learning and Training in Augmented Reality. Insight: A Journal Of Scholarly Teaching, 731-42. Retrieved from http://eric.ed.gov/?id=EJ980168

Mincock, D. (2013, November 4). Augmented Reality Brings New Dimensions to Learning. Retrieved from http://www.edutopia.org/blog/augmented-reality-new-dimensions-learning-drew-minock

Strickland, J. (2015, January 1). Fw:Thinking: The Internet of Things : HowStuffWorks. Retrieved from http://shows.howstuffworks.com/fwthinking-show/fwthinking-ep1-internet-of-things-video.htm

What is IBL? - The Academy of Inquiry Based Learning. (n.d.). Retrieved from http://www.inquirybasedlearning.org/?page=What_is_IBL