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AUGMENTING STUDENT
REALITIES USING
EDUCATIONAL GAMING
SETH HATHCOCK
EDIT 6900
SPRING 2013
INTRODUCTION
• Augmented Reality is a technology that hasn’t
reached the popularity of etextbooks or been
adopted as a supplement to mobile devices.
• Augmented Reality can lead to increased
learning outcomes (Liu & Tsai, 2013).
• Already being utilized in educational settings
(Kikuo et al, 2011).
PROBLEM
• Augmented Reality isn’t new. It’s been around
for over 30 years in some form or fashion. (Wu et
al, 2013)
• There isn’t a lot of research that looks at the
effects that Augmented Reality can have on
education or educational gaming.
SO WHAT?
• Educational Gaming is becoming more popular
as technology becomes more accessible.
(Echeverri & Sadler, 2011)
• If we are able to address a successful positive
correlation between Augmented Reality and
Educational Gaming, then we can provide a
proven amplification to Educational Gaming.
PURPOSE
• The purpose of this study is to find whether or
not there is a positive relationship between the
use of educational gaming and Augmented
Reality Technology. This study will attempt to
answer the following question:
• What are the effects of learning from educational
games that use augmented reality?
A FEW THINGS TO CONSIDER…
• There are a few things to consider before we talk about the
Research Methods:
• Augmented Reality and learning
• Current Uses of Augmented Reality
AUGMENTED REALITY AND
LEARNING
• Not a technology that has been widely adopted (Kesim &
Ozarslan, 2012)
• Success with classrooms that have integrated (Buesing &
Cook, 2013)
• Used in some applications featuring flashcards and
textbooks (Lee, 2012)
CURRENT USES OF AUGMENTED
REALITY
• Healthcare training applications (Szabó et al, 2013)
• Mobile application enhancement
• Establishment (museum, stadium, etc.) navigation (Wang
et al, 2012)
RESEARCH METHOD
• Uses qualitative and quantitative research methodologies.
• Procedure
• A class of 11th graders will be given an educational game
to play that deals with finding items or exploring locations
around certain geographical areas. After a debrief about
the activity and an appropriate amount of time, the student
will replay the game with the scenarios, but incorporating
augmented reality. The difference in scores will be
calculated along with teacher and student surveys.
RESEARCH METHOD (CONT.)
Game explanation
Debrief
Playing the game
Collect Scores
Introduce augmented reality with game
Recollect Scores
Compare
Replay
RESEARCH METHOD (CONT.)
If there is a significant change in student scores after
Augmented Reality is introduced into the game then we can
conclude that the effects are positive and should be studied
further.
REFERENCES
•
Buesing, M., & Cook, M., (2013). Augmented reality comes to physics. Physics
Teacher, 51(4), 226-228.
•
Echeverri, J., & Sadler, T., (2011). Gaming as a platform for the development of
innovative problem-based learning opportunities. Science Educator, 20(1), 4448.
•
Kesim, M., & Ozarslan, Y., (2012). Augmented reality in education: Current
technologies and the potential for education. Procedia - Social and Behavioral
Sciences, 47, 297-302.
•
Kikuo, A., Tomotsugu, K., Hideaki, K., & Sugimoto, Y., (2011). Browsing lunar
surface using tabletop augmented reality at exhibit in science museum.
Information and Systems in Education, 10(1), 11-31.
•
Lee, K., (2012). Augmented Reality in education and training. TechTrends:
Linking Research & Practice to Improve Learning, 56(2), 13-21.
REFERENCES
•
Liu, P.E., & Tsai, M., (2013). Using augmented-reality-based mobile learning
material in EFL English composition: An exploratory case study. British
Journal of Educational Technology, 44(1), E1-E4.
•
Szabó, Z., Berg. S., Sjökvist, S., Gustafsson, T., Carleberg, P., Uppsäll, M.,
Wren, J., Ahn, H., & Smedby, Ö., (2013). Real-time intraoperative visualization
of myocardial circulation using augmented reality temperature display. The
International Journal Of Cardiovascular Imaging, 29(2), 521-528
•
Wang, H., Huang, C., Lin, C., & Wu, J., (2012). A study of using tangible
augmented reality system to enhance the learning effects on museum
artifacts. Journal of Educational Media & Library Sciences. 50(1), 135-167.
•
Wu, H., Lee, S., Chang, H., & Liang, J., (2013). Current status, opportunities
and challenges of augmented reality in education. Computers & Education.
62, 41-49.
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