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Abstract
Augmented reality (AR) enhanced learning environments have been designed to teach
a variety of subjects by having learners act like
professionals in the field as opposed to students
in a classroom. The environments, grounded in
constructivist and situated learning theories,
place students in a meaningful, non-classroom
environment and force them to collaborate with
each other in order to solve an ill-defined problem. AR content, accessed via a mobile broadband device (MBD) such as a phone or tablet, is
used to guide the learning experiences. Student
participants have reported an increased interest
in the settings of the experiences and have expressed a positive attitude towards this innovative form of instructional delivery. Using newly
available software loaded on MBDs, teachers
and/or students can design and share AR enhanced learning environments that are tied to
unique places in their communities.
Keywords: Augmented Reality, Design,
Mobile Broadband Devices, Problem-Based
Learning, Practice Fields, Teachers
What is AR?
ugmented reality (AR) is defined by Carmigniani and Furht (2011) as, a real-time
direct or indirect view of a physical realworld environment that has been enhanced/
augmented by adding virtual computer gener-
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to improve. Once triggered, typical augmentations include digital enhancements in the form
of text, images, videos, and 3d models.
Frequently, AR is used to provide information that can help the user better understand
their current environment. For example, the application Google Sky Map can specify the name
and location of a specific planet, star, or constellation in the night sky. Similarly, the application
Word Lens can overlay a digital translation on
real world text. AR browsers such as Layar and
Wikitude allow users to create basic arrangements of digital content that can be overlaid on
the physical world. Typical applications of such
browsers direct users to the location of notable
attractions in their immediate environment.
From an instructional design perspective, a
more notable use of AR can be found in the collection of AR enhanced learning environments
that have been described in recent literature by a
small group of researchers.
AR Enhanced Learning
Environments
Overview
Using an innovative instructional approach, designers (Dunleavy, Dede & Mitchell,
2009; Klopfer, 2008; Squire & Jan, 2007; Squire
& Jenkins, 2011; Squire & Klopfer, 2007) have
recently created and tested several AR enhanced
learning environments. The environments are
grounded in constructivist and situated learning
theories and typically require students, working
in teams, to leave classroom and navigate a relevant real world location while working to solve
an ill-defined problem. While participating in
the experience, students use a MBD to access
AR content in the form of virtual characters
and objects. This digital content enhances the
learning environment and provides students
with relevant information that can be used to
devise a solution to the problem.
The influence of constructivist theory is
evident in the AR enhanced learning environments. Students are free to explore wide open
spaces, to learn through success and failure,
and can arrive at multiple possible outcomes.
The influence of situated learning theory can be
found in the problem-based nature of the learning environments and the fact that they attempt
to minimize the gap between learning and doing. Essentially, students must work together to
identify the problem, access digital content, and
use the information to solve a problem while instructors provide necessary support and monitor student learning.
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AR Environment
Description
Alien Contact!
Aliens crash land near a school and students are responsible for determining
the purpose of the visit.
Dow Day
Students take on the role of a news reporter covering the Dow Chemical protests in Madison,
Wisconsin and investigate interests and perspectives of students, police and others.
Environmental Detectives
A toxin is discovered in the local water supply and students must work to identify the
cause of the spill, design a remediation plan, and present their solution.
Mentria
The Mystery Trip
Mystery at the Museum
Saving Lake Wingra
South Shore Beach
While using their Spanish speaking skills, learners investigate clues and gather evidence
to absolve themselves from a crime.
Over the course of a four day camping trip, students learn how to enjoy the outdoors responsibly.
Acting as either a biologist, technologist or a detective, students must work
together to investigate a theft.
Students must learn more about a local lake and prepare a presentation for their city council.
Students role-play as water chemists, doctors, or wildlife ecologists who must investigate
an illness linked to a local beach.
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Teachers as Designers
Kirkley and Kirkley (2005), while discussing
the next generation of learning environments,
stated, with advances in computer technologies and networked learning, we have exciting
opportunities to design learning environments
that are realistic, authentic, engaging and extremely fun (p.42). The authors implore readers
to imagine students exploring an environment,
gathering information using their handheld
computers, sharing data and making hypothesis.
Much has changed since 2005. At that time, only
a select group of experts was able to design AR
enhanced learning environments. The hardware
and software available in 2005 was dramatically
inferior to what is available today. Dell Axions,
while sufficient in 2005, are no match for the
high quality displays, quick processing speeds
and advanced location aware features of modern
MBDs. Previous designers often had to rely on
the human and physical resources of their institutions to construct design engines for their
experiences. Today, several user-friendly, open
source platforms for creating such experiences
are available for all to download and use. Essentially, advances in requisite hardware and software mean that practitioners and/or students
are now able to design and use AR enhanced
learning environments.
Phones.
Most schools may not yet own sets of MBDs
that can be used for this type of instructional delivery. However, the Mobile Access 2010 by the
Pew Internet & American Life Project (Smith
2010) may suggest a reasonable alternative. The
report details how 82% of American adults currently own a cell phone and 38% of the owners report accessing the internet on the phone.
Accessing the internet on a MBD suggests the
type of device necessary experiencing an AR
enhanced learning environment. Younger adults
(age 30-49) access the internet on their phone at
a rate of 43%. 46% of black, non-Hispanic owners and 51% of Hispanic English speaking owners access the internet. The statistics suggest that
approximately 40-50% of owners, across a spectrum of age and ethnicity related demographics,
own the type of MBD device that practitioners
will need to design and use AR environments
with their students.
Volume 57, Number 4
Development Platforms.
ARIS.
The free software ARIS allows practitioners
to design AR environments for or with their students. According to the ARIS design team, ARIS
is a user-friendly, open-source platform for creating and playing mobile games, tours and interactive stories. Using GPS and QR Codes, ARIS
players experience a hybrid world of virtual interactive characters, items, and media placed in
physical space. The ARIS editor, which is used
to design the AR environments, can be downloaded to a laptop or desktop machine while the
user interface can be downloaded to a MBD.
FreshAiR.
Additionally, a development platform called
FreshAiR is currently available for use by practitioners. AR content can be developed using a
browser based editor and can be accessed using
a mobile browser. The creators of the development platform suggest that it is ideal for campus
or city tours, injecting technology into educational curricula, and for creating AR games.
Conclusion
Given the potential benefits for students
and availability of hardware and software resources, the time has come for practitioners to
start designing and using AR enhanced learning
environments with their students. Practitioner
participation will allow for the instructional
design community to see how the experiences
can be tied to all manner of unique locations
such as historic districts, parks, battlefields,
and geographic landmarks. As practitioners
join the conversation, the instructional design
and technology community will learn more
about how students feel about learning in AR
environments, how practitioners feel about using the environments with their students, and
how effective the environments are at teaching
specific curriculum items. Practitioner involvement will also help the design community learn
more about how students feel about interacting
with virtual content, how designers can best tie
Volume 57, Number 4
digital content to a physical space, and the ideal amount of virtual content for such learning
environments. Acting on their own or perhaps
with a class in an after-school club, everything
is in place for practitioners and their students
to start designing, using, and sharing the results
from their experiences with AR enhanced learning environments.
Correspondence in regard to this paper should
be addressed to: Christopher Wasko, Virginia
Polytechnic Institute and State University, 401
East Fourth Street, Suite #308, Winston-Salem,
NC 27101, Phone: 336-970-0435, Email: cwasko@vt.edu
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