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Can Augmented Reality Technology and Games Positively Impact Learning?

Can Augmented Reality Technology and Games Positively Impact Learning?. Elias Lozada-Benavente Praveen Abraham Barry Conway Kunal Patwe Paul McGee. Augmented Reality?.

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Can Augmented Reality Technology and Games Positively Impact Learning?

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  1. Can Augmented Reality Technology and Games Positively Impact Learning? Elias Lozada-Benavente Praveen Abraham Barry Conway Kunal Patwe Paul McGee

  2. Augmented Reality? • Augmented reality (AR) is a term for a live direct or an indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, such as sound or graphics. (Wikipedia) • Video:

  3. Why? • Education needs innovations! • To constantly keep apace with our lives. • Therefore the question we set out to ask was: how can we enrich the quality of learning by using AR based games? • Why AR? Augmented reality is a new emerging technology. It I engaging and surprising and brings things to life in an interactive way.

  4. Research into AR • The power of AR in engaging consumer • ‘‘Sales Technology: Selling With Augmented Reality’’ - Hidden Creative (2011) • Group A – Control, Group B AR advertising and interaction • Group A: 45%, Group B: 74% • Group A: £5.99, Group B: £7.99. • Group A: 12 seconds, but Group B: 1 minute 23 seconds. • Angel Ambush • Angel Ambush – Lynx Excite. (5th March 2011). • Giant Screen London’s Victoria Station • Rose to 2nd best selling deodorant in a few months!

  5. AR & Education • 2010 & 2011 Horizon Report • Simple AR to be a key aspect of education by 2013 • Immersive Interfaces for Engagement and Learning: Chris Dede(2009) • AR can enhance education in three ways: "by allowing multiple perspectives, situated learning, and transfer.” • Experiences with Handheld AR: Schmalstieg and Wagner (2007) • Two location-based museum games that were used and evaluated. • They found that users readily accepted the games and showed high motivation. The reactions to the AR experience were very positive. Students wanted more handhelds, more action and longer messages to decode. • The users rated the experience as highly motivating. • Collaborative, sharing • Current Use: • MIT’s Environmental Detectives games • Students learn about environmental sciences and ecosystems by finding clues and solving a mystery on the MIT campus using PDAs fitted with GPS devices. • SimSnails: Teaching natural selection. • Research and studies on measurable statistics thin on the ground.

  6. Aims & Objective • Can AR be used to improve public learning: • Museums • Heritage/historical sites • And in Schools: • Help suffering subjects: mathematics and sciences. Interactive textbooks • Increase student satisfaction • Export abroad. • Example Scenario: • The visitor is provided with the option of download the museum game program to their mobile device. • The game encourages the visitor to follow a concrete route and find a concrete set of markers which will trigger avatars. • The avatars can introduce content about the item in the museum and provide specific games to improve the learning experience. A set of hints can be given at each item location to access to a final reward: discounts, souvenirs, free tickets, etc.

  7. Experiment Proposal • A museum daytrip to a controlled environment, Museum. • Groups of kids divided control group and those using AR software. • Metrics: • Timed. • Questionnaire. • Pop quiz before, after and a month later for both groups. • Continued interest

  8. Experimental Issues • Difficulties in working with students/children • Gaining support of institutions • Creating the AR applications • Quality • Focus • Will/Can the AR be groups based • Composition of the groups • Are they aware of the test? • Resources • Students using mobile phones? • Compatibility issues • Are they AR applications on a museum device

  9. Results & Hypothesis • AR research indicates: • More engaging • More enjoyable • Thus more effective and long lasting learning • Going forward: • Use of new technologies in education being accepted slowly. • Advanced Mobile devices are becoming increasingly prevalent • AR becoming an important emerging trend. • A lot of potential to engage students with these technologies in tandem with traditional methods.

  10. Thank you! - Elias Lozada-Benavente • Praveen Abraham • Barry Conway • Kunal Patwe • Paul McGee

  11. No really! Thank you! - Elias Lozada-Benavente • Praveen Abraham • Barry Conway • Kunal Patwe • Paul McGee

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