Augmented Reality in the Classroom – Part 3

Continuing on the series….

Here are few ways in which AR can be applied in a school dynamic.

  1. STUDENT ENGAGEMENT 

Technology has often been cited as a tool to increase student engagement.  Bonascio (2017) and  Magana, Serrano & Rebello (2019) theorise that AR is able to prolong attention and focus, as when multimodal resources and haptic devices are used, higher levels of enjoyment are experienced.  This gratification is significantly reduced in students that do not comprehend the mechanics of the technology and indicated that whilst utilising AR can improve digital literacy, explicit teaching is required to ensure that all students are able to interact successfully with the technology (Magana, Serrano & Rebello, 2019). 

               2. INQUIRY LEARNING

Oddone (2019) and Foote (2018) both suggest that greater educational benefits arise from students creating their own interactive images and overlays rather than using supplied ones.  Apps such as Metaverse or Augment can be used by students to construct their own interactive content and would be an ideal cross curricular inquiry task across any discipline, but have curriculum value within the Science, History and Geography inquiry skills section. Examples of inquiry tasks include:

 

 

 

 

 

 

 

3. ABSTRACT CONCEPTS & STEM SUBJECTS

Magana, Serrano & Rebello (2018, p.526) believe that there is a positive effect to using multimodal resources and active learning for science and its related fields. This is because students often need assistance with visualising complex and abstract concepts (Saidin, Abd Hali & Yahaya, 2015; Riva, Banos, Botella, Mantovani & Gaggioli, 2016).  Abstract concepts can be problematic for many students because of the difficulty students can have in visualising theoretical postulations (Furio, Fleck, Bousquet, Guillet, Canioni & Hachet, 2017, p.2-3 ).  This struggle can negatively influence a student’s perception of the content material and lead to adverse learning outcomes (Furio et al., 2017, p.2-3 ).   AR technology allows students to visualise the concept, albeit in animation, and increase comprehension which leads to improved outcomes  (Saidin, Abd Hali & Yahaya, 2015, Wu et al., 2013).  This is because haptic devices allow students to manipulate and utilise their sensory faculties when they are constructing knowledge. Large and small phenomena, as well as anatomical figures, can be visualised using AR technology (Wu et al. 2013). 

 

High school curriculum linked examples include:

 

 

 

 

 

 

 

4. READING – RECREATIONAL & INFORMATIONAL

AR books is the largest growing trend in children’s publishing and that many publishers are supplementing traditional texts with AR embedded resources (Levski, 2018; Zak, 2014). This is because AR books are seen as more innovative and able to improve flagging reading rates in children and adolescents (Levski ,2018, Zak, 2014).  Many young readers find the interactivity extremely engaging and the use of technology appeals to digital natives (Magana, Serrano & Rebello, 2019).

5. LITERACY

Mayahayuddin & Mamat, (2019) point out that the multimodal nature of AR improves literacy because the audio visual cues assist students in decoding.   Additionally,  AR enables students that have low focus or attention to enhance their learning as it grants access  to language in both formal and informal contexts, which is very useful for students with ADD, ADHD and those with social anxiety (Rafiq & Hashim, 2018, p.31; Mayayuddin & Mamat, 2019.  These benefits are further improved when AR is combined with gaming principles which provides additional interest and intrinsic motivation  (Mayahayuddin & Mamat, 2019; Levski 2018). 

 

REFERENCES

Foote, C. (2018).  Is it real or is it VR? Exploring AR and VR tools. Computers in Libraries. Retrieved from http://web.b.ebscohost.com.ezproxy.csu.edu.au/ehost/pdfviewer/pdfviewer?vid=0&sid=6093ea4d-06fa-42b1-8400-75e5bd1dd875%40pdc-v-sessmgr03

Furio, D., Fleck, S., Bousquet, B., Guillet, JP., Canioni, L., & Hachet, M. (2017). HOBIT: Hybrid optical bench for innovative teaching. CHI’17 – Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. Retrieved from https://hal.inria.fr/hal-01455510/file/HOBIT_CHI2017_authors.pdf

Levski, Y. (2018). 10 Augmented Reality Books That Will Blow Your Kid’s Mind. AppReal- VR [Blog]. Retrieved from https://appreal-vr.com/blog/10-best-augmented-reality-books/

Mahayuddin, Z., & Mamat, Z. (2019). Implementing augmented reality (AR) on phonics based literacy among children with autism. International Journal on Advanced Science Engineering Information Technology 9 (6). Retrieved from https://core.ac.uk/download/pdf/296918932.pdf

Oddone, K. (2019). Even better than the real thing? Virtual and augmented reality in the school library. SCIS Connections. (110). Retrieved from https://www.scisdata.com/media/1921/scis-connections-110.pdf

Saidin, N. Abd Halim, N., & Yahaya, N. (2015). A review of research on augmented reality in education: Advantages and applications. International Education Studies, 8(13). Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.730.8456&rep=rep1&type=pd

Rafiq, K., & Hashim, H. (2018) Augmented reality game (ARG), 21st century skills and ESL classroom. Journal o fEducational and Learning Studies. 1 (1) pp29-34. Retrieved from https://journal.redwhitepress.com/index.php/jels/article/view/23/pdf

Riva, G., Banos, R., Botella, C., Mantovani, F., & Gaggioli, A. (2016). Transforming experience: The potential of augmented reality and virtual reality for enhancing personal and clinical change. Frontiers in Psychiatry 7. Retrieved from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5043228/pdf/fpsyt-07-00164.pdf

Wu, H., Lee, S., Chang, H., & Liang, J. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62. Pp41-49. Retrieved from https://doi.org/10.1016/j.compedu.2012.10.024

Zak, E. (2014). Do you believe in magic? Exploring the conceptualisation of augmented reality and its implication for the user in the field of library and information science.  Information Technology and Libraries

 

Book Review – Kokoda by Peter Fitzsimons

THE BOOK: Kokoda (Teen Edition) by Peter Fitzsimons. 

Published by Hachette Australia in 2016

Cover reproduced with permission from Kokoda: Teen edition by Peter FitzSimons, Hachette Australia, 2016.

The Summary:    Kokoda is a well written narrative non fiction book by an acclaimed Australian writer Peter Fitzsimons.  The story is about a group of young Australian men, most still teenagers, trying to make a stand against the much stronger Imperial Japanese Army in the treacherous terrain of Papua New Guinea.   The story of the Kokoda trail is eerily similar to Gallipoli, and for many people this historical event builds upon the ANZAC legend.  Aimed at readers over 12 years old, this book is ideal for teenagers to read for recreational and academic purposes.  

The Good: Fitzsimons captures the essence of the young Australian men magnificently.  His use of colloquial language and casual references to Sydney strests gives the reader confidence in the author’s authenticity and veracity.  Kokoda is a well written text that describes the events of 1942 in superb detail.  Battle scenes and forced marches are brought to life vividly.  His use of language was subtle, allowing the reader to become engaged with the story but at the same time not overwhelming them with military jargon and complex sentences.  This book’s storyline and prosaic style would suit teenage boys very well.  

The Bad: The format of the book was consistent with other expository texts with the inclusion of a contents page, maps, photographs, reference list and index. But unlike many other information texts, this book did not have any other additional resources, such as links to further reading or websites such as the Australian War Memorial Kokoda Collection.

The Interesting: It was interesting reading Fitzsimons’ perspective on the Kokoda campaign as his stance differs from the viewpoints of other war writers and journalists.  Unlike the official war reports, Fitzsimons is quite scathing of the military hierarchy’s competency.  He is very blunt in the way he points out that Australians died in New Guinea because of mismanagement.  He also points out the conflict between the celebrated MacArthur’s battle plan and Pott’s frontline perspective.  Fitzsimons is just short of scathing in the way he refers to MacArthurs’s speaking of battle tactics whilst safely ensconced in his office over 2000 km away from the jungles of New Guinea.  He also discusses the Battle of Milne and points out the manner in which MacArthur claimed the victory as part of his plan rather than the effort of Australian boots on the ground.  

The Verdict: Kokoda meets content standards within the Year 10 History Curriculum – Experiences of Australians during World War 2.  It is an excellent resource for teenagers as it contains both facts and figures, yet written in a narrative style.  This style allows the reader to become engaged with the text and have an increased recall of the information within.  Intermixing prose and factual information requires the reader to become more analytical and thus improves critical thinking skills.  The conflicting views that Fitzsimons offers about MacArther gives the reader a chance to question bias in texts.  The book also allows the reader to connect their prior knowledge of the Gallipolli digger to the story of the Kokoda trekker and build their knowledge of Australian history.  Additionally, as the book is classified as a non fiction resource, more classroom teachers are comfortable using them as resources for teaching and learning. This is because some educators have an unconscious bias towards the implementation of literature outside the language arts curriculum.  Kokoda would be an asset for high school library collections and a useful literacy resource.