Implementing Augmented Reality in the Classroom
Abstract
Augmented reality (AR) is a tool that holds much promise in terms of its application for educational purposes. However, despite the fact that the hardware needed to access AR is becoming ubiquitous in classroom environments, AR’s use in educational settings is diffusing at a slow pace. Several challenges are present for educators interested in adopting AR in their instructional environments but they are not insurmountable. Increasing hardware availability as well as software advances are affording more instructors access to the tools needed to design, develop, and implement AR in and around their classroom. This paper first identifies a conceptual definition of AR that can be easily applied across contexts and then outlines several guidelines for instructors looking to implement AR learning experiences at a classroom level.
DOI:10.2458/azu_itet_v3i2_miller
Keywords
References
Annetta, L., Burton, E. P., Cheng, R., Chmiel, M., & Frazier, W. (2012). Augmented reality games: Using technology on a budget. Science Scope, 36(3), 54-60.
Billinghurst, M., & Dunser, A. (2012). Augmented reality in the classroom. Computer, 45(7), 56-63.
Bruner, J. S. (1977). The process of education. Cambridge, Massachusetts: Harvard University Press.
Chang, H., Lee, S. W., Liang, J. C., & Wu, H. K. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education. 62, 41-49. doi: 10.1016/j.compedu.2012.10.024
Cheng, K. H. & Tsai, C. C. (2013). Affordances of augmented reality in science learning: Suggestions for future research. Journal of Science Education and Technology, 22(4), 449-462. doi: 10.1007/s10956-012-9405-9
Churchill, E. F., & de Sa, M. (2012, September). Mobile augmented reality: Exploring design and prototyping techniques. Paper presented at the meeting of Human-Computer Interaction with Mobile Devices and Service, San Francisco, CA.
Clark, R. C., & Mayer, R. (2008). E-learning and the science of instruction: Proven guidelines for designers of multimedia learning (3rd Ed.). San Francisco, CA: Wiley & Sons.
Dede, C. (2012). Customization in immersive learning environments. In Dede, C. & Richards, J (Eds.), Digital teaching platforms: Customizing classroom learning for each student (119-133). New York, NY: Teachers College Press.
Dede, C. (2011). Emerging technologies, ubiquitous learning, and educational transformation. In Kloos, C. D., Gillet, D., Crespo GarcÃa, R. M., Wild, F., & Wolpers, M. (Eds), Towards ubiquitous learning (pp. 1-8). Heidelberg, Germany: Springer.
Dede, C. (2009). Immersive interfaces for engagement and learning. Science, 323(5910). 66-69. doi: 10.1126/science.1167311
Dede, C., Dunleavy, M., & Mitchell. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology, 18(1), 1573-1839. doi: 10.1007/s10956-008-9119-1
Dikkers, S., Gagnon, D., Martin, J., & Squire, K. (2014). Participatory scaling through augmented reality learning through local games. TechTrends, 58(1). 35-41.
Dunleavy, M. (2014). Design principles for augmented reality learning. TechTrends 58(1), 28-34.
Holden, C. (2014). Homegrown augmented reality. TechTrends, 58(1), 42-48.
Klopfer, E. & Sheldon, J. (2010). Augmenting your own reality: Student authoring of science-based augmented reality games. New Directions for Youth Development, 2010(128), 85-94. doi: 10.1002/yd.378
Lee, Kangdon. (2012). The future of learning and training in augmented reality. InSight: A Journal of Scholarly Teaching, 7, 31-40.
Mitchell, R. (2011). Alien contact!: Exploring teacher implementation of an augmented reality curricular unit. Journal of Computers in Mathematics and Science Teaching, 30(3), 271-302. Retrieved from: http://www.editlib.org/p/36011
Rogers, E. M. (2003). Diffusion of Innovations (5th ed.). New York, NY: Free Press.
Singh, M. & Singh, M. P. (2013). Augmented reality interfaces. IEEE Internet Computing, 17(6), 66-70.
Smith, P.L., & Ragan, T.J. (2005). Instructional design (3rd ed.). Hoboken, NJ: Wiley & Sons.
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. M. Cole, V. John-Steiner, S. Scribner, & E. Souberman (Eds.), Cambridge, Massachusetts: Harvard University Press.
Wang, J. & Yoon, S. (2014). Making the invisible visible in science museums through augmented reality devices. TechTrends, 58(1), 49-55.
Wasko, Christopher. (2013). What teachers need to know about augmented reality enhanced learning environments. TechTrends, 57(4), 17-21.