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Augmented Reality in learning How should we design AR learning applications and evaluate their effectiveness? ARea 14 / Oulu / 13.6.2014 [email protected] Game Research Lab Tampere Research Centre for Information and Media School of Information Sciences University of Tampere "ProGE" — Rapid prototyping of games for learning PARTNERS:

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Page 1: ProGE — Rapid prototyping of games for learning …trc.utu.fi/archive/area14/docs/ARea14_Kalalahti.pdf · Trends in the use of AR in learning ... Proceedings of the European Conference

Augmented Reality in learning

How should we design AR learning applications and evaluate their effectiveness?

ARea 14 / Oulu / [email protected]

Game Research LabTampere Research Centre for Information and Media

School of Information SciencesUniversity of Tampere

"ProGE" — Rapid prototyping of games for learning

PARTNERS:

Page 2: ProGE — Rapid prototyping of games for learning …trc.utu.fi/archive/area14/docs/ARea14_Kalalahti.pdf · Trends in the use of AR in learning ... Proceedings of the European Conference

Trends in the use of AR in learning

New Media Consortium Horizon Reports: http://www.nmc.org/publications

Scopus abstract and citation database, search terms "augmented reality" AND (learning OR teaching OR education) (21.1.2014)

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What have we learned from the learning technology effectiveness studies?• Learning game effectiveness studies as an example:

– Empirical research is fragmented – contradictory results caused by methodological and reporting flaws

– Standardized guidelines for studying the effectiveness?– Preference for mixed methods revealing something about the

learning process– Effectiveness studies should be only carried out when we have

developed a good learning game!

• Many problems are common for learning technology effectiveness studies in general and should be studied within the same framework

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AR in learning - the state of the art of the research• The research results are mainly from simple trials, not yet ready to

be generalized• Some promising possibilities seem to be emerging for AR...

... as a cognitive scaffold for the transitions between abstract and concrete (for example, Augmented Anesthesia Machine)http://www.cise.ufl.edu/~jpq/Site/Mixed_Reality_for_Training.html... as a support for situational learning (for example, Environmental Detectives)http://education.mit.edu/ar/ed.html... as a support for spatial cognition (for example, Construct3D)https://www.ims.tuwien.ac.at/projects/construct3d... as a technology enabling learners to create their own content —together and alone (for example, Spicewood elementary school)http://www.aurasma.com/education/new-technology-opens-up-world-of-learning-for-marble-falls-isd-students/

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AR seems to be useful for learning when...(Carmichael, Biddle & Mould 2012)

• ...we want the attention to stay in the task at hand, not to be split away from the task

• ...we want to support natural user interfaces and the possibility to manipulate the object

• ...we want to offer contextual meaning for the virtual information

• ...there is a meaningful connection between the virtual object and the real world:"When reality doesn't play a prominent role in the application, it is difficult to make a meaningful connection between virtual and real objects."

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Experiences from our own pilot• Cleaning the toilet is one of the least

motivating topics in the studies of domestic and consumer services students

• The use of an AR application might make it more interesting and help students to learn

• The application was built to support the revision of the work

• Promising results• The application was not AR in a strict sense,

since AR was not suitable for this application when used with tablet computers

• Still – if we would have used AR, very similar instructional methods would have been embedded in the application...

• Was the new instructional method more important than the technology?

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"Media will never influence learning" (Clark 1994)

• Is it the media that affects learning or the instructional method embedded in the media?

• We should separate instructional methods and media from each other"I claim that our failure to separate medium from method has caused enormous confounding and waste in a very important and expensive research area. We continue to invest heavily in expensive media in the hope that they will produce gains in learning. When learning gains are found, we atteribute them to the delivery medium, not to the active ingredient in instruction." (Clark 1994)

• Identification of the suitable instructional method – the active ingredient in instruction – and the most cost-effective media for the instruction

• Different media – different affordances• What about using media for its own sake?

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How should we design AR applications for learning?• The existing research gives us clues about the affordances of AR for

learning• We should first define the aspired learning goals / outcomes and

match the most suitable instructional methods with them in order to achieve them

• Then we should evaluate if there exists some technological advantages in AR which could enable the instructional methods to be carried out cost-effectively

• When evaluating the effectiveness of AR in learning, the evaluation method should be matched with the type of the learning goalWhat kind of learning goals and instructional methods seems AR as a technology to be most connected with?A taxonomy might help practitioners choose AR when it seems to be a useful technology

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A good start has been already made:

• A classification scheme for learning outcomes for training evaluation (Kraiger, Ford & Salas 1993, 323)

• Research Linking Game Attributes and Learning Outcomes (Bedwell et al 2012, 745-746)

• Cross-media comparison of factors that can influence student learning (Radu 2014)

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Thank you!

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References

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