Summary of Augmented Reality in Education and Training
The article Augmented Reality in Education and Training covers the various
roles that Augmented Reality plays in both education and training. The augmented realities discussed take place
in both the business world and the educational settings. The article covers many areas of augmented
reality from simply concepts to more complex concepts. Other terms used to identify this technology
include the early term Virtual Reality.
This article covers the development of
virtual reality in the 1960’s into the augmented reality of today. Augmented reality is used in K-12 classrooms
to enhance lessons and better engage students.
One commonly known piece of augmented reality technology is known as the
SMART (System of augmented reality for teaching). In higher education, 3D models are used to
enrich learning. Augmented reality can
be found being used in many subjects such as chemistry, biology, and physics.
Augmented reality can also be found
outside of education. In the business
world augmented reality is commonly used to train employees or to make a task
either safer or quicker or to help the worker be more proficient. Tour guides and mechanics alike benefit from
the use of augmented reality. In the
entertainment and leisure world augmented reality can be enjoyed in gaming and
for use on museum tours.
Critique
This article provided many great uses of
augmented reality. It really helps
readers understand that there is more to augmented reality outside of
entertainment and leisure. The article
also helps the reader to have a better understanding of the term Augmented
Reality. Many may have one narrow idea
of what augmented reality really is and this article can help them see that it
has many uses and dimensions.
On the down side, this article had a
very broad number of topics with a great amount of information to take in. It may have been more beneficial if the
author had chosen to write specifically about augmented reality in just
education or just in the corporate world.
Reference
Lee,
K.. (2012). Augmented reality in
education and training. Tech Trends, 56(2), 13-21.
Retrieved from Career and Technical
Education. (Document ID: 2581221871).
Summary of A Study of Adult Learning in a Virtual World
The article A Study of Adult Learning in a Virtual World examined the enablers
and barriers of adult learning in the augmented reality known as Second Life
through a qualitative research study.
The sample for this study consisted of 45 adult learners, 23 female and
22 male. Each of the subjects had to
meet certain criteria, one which was a minimum of 6 months or 100 hours of
experience in Second Life. One reason
this study was conducted was because Knowles, who is credited for his concept
of andragogy or adult learning theory, believed that technology in the 21st
century would greatly impact adult learning.
The subjects were surveyed with several
opened ended questions to determine the barriers and enablers of using Second
Life with adult learners. It was found
that there were 6 enablers for Second Life in adult education; (1) a variety of
educational topics, (2) multidisciplinary collaboration, (3) collaboration
across the world, (4) social presence, (5) benefit to health and emotional
well-being, (6) cost-effective compared to face-to-face.
In addition to the benefits or enablers,
some drawbacks or barriers were also found to be common. In contrast to the benefits, only four
drawbacks were found to be common; (1) technical difficulties, (2) Second Life
is addictive, (3) Difficulties for newcomers, and (4) Funding for landowners
who are part of small business or non-profit.
It would seem that the enablers outweighed the barriers in this case.
Critique
This article was very interesting. It focused only on one topic of augmented
reality, Second Life, which allowed for more detail. The qualitative study identified the enablers
or benefits of Second Life as well as the barriers or drawbacks in adult
learning. As mentioned in the article
itself, the study was very limited as the sample space was very small and only
consisted of 45 participants.
Specifically, those subjects also had to meet certain criteria. This may have led to a very narrow set of
results. Being that the subjects were
experienced Second Life users, there may be a diverse set of barriers and
drawbacks for newcomers to the Second Life world.
Reference
Chlup,
D. T., Mancuso, D. S., & McWhorter, R. R. (2010). A study of adult learning
in a virtual
world. Advances in Developing Human
Resources, 12(6), 681-699. doi:
10.1177/1523422310395368
Summary of Augmented Reality Makes Science No Object
The title, Augmented Reality Makes Science No Object gives a good clue to what
this article is about. In England, a new
technology tool was developed to enhance science at the elementary and
secondary levels. The tool is called the
LearnAR and allows students to learn science concepts through and interactive
augmented reality. The technology reacts
to motion similar to those of the Nintendo Wii.
LearnAR is a website that recognizes certain icons on paper, called
markers, through a webcam.
Though this tool presents a new level of
learning, some educators that were interviewed seemed to be somewhat skeptical
stating that education is more than virtual 3D models. They believe that no technology can replace
authentic learning.
The article ends with a brief history of
augmented reality. Looking at the
origins of augmented realities use in the early 90’s at Boeing and in the U.S.
Military, it is apparent that it plays a valuable role in society and is now
becoming more valuable in education as well.
Critique
Though this article was short, the
content gave a nice glimpse into a creative new way to use augmented reality in
education. The article contained both
facts and opinions concerning the LearnAR tool.
The opinions were presented in favor of the LearnAR and also with some
skepticism from educators. Most
educators would agree that though augmented reality is fun and engaging for the
students, it should not be the only method of teaching. Augmented reality, like all educational
technology is meant to be used to enhance the lessons, not replace traditional
learning.
Reference
Matthews,
D.. (2010, January). Augmented reality makes science no object. The Times
Educational
Supplement: TES, (4873), 15. Retrieved from ProQuest Newsstand. (Document
ID: 1965148481).
Summary of Abracadabra – Its Augmented Reality!
Abracadabra
– Its Augmented Reality! The title is as attention grabbing
as the article’s content. This article
focuses on augmented reality tools that react with not only printed markers,
but with buildings, people, and the surrounding environment and beyond. The author of this article is in favor of
augmented reality use in the classroom as a way to extend students creative
abilities. The article highlights some
of the current features available as well as some of the features that will
soon be coming in the futures of augmented reality.
One particular augmented reality
website that is featured in the article is called Zooburst. Using this tool, students can create virtual
popup books that they can interact with and share. In addition to the magic of Zooburst, the author
gives overviews of the innovations that are available on mobile applications. One app in particular, Wikitude, will allow
the camera on the mobile device to be pointed at a monument and possibly have
historical facts show up, which would make a great enhancement to a field
trip. This magic of augmented reality is
beginning to enhance the classroom and quickly seems to be growing at a rapid
pace.
Critique
The author of Abracadabra – Its Augmented Reality did a fantastic job hooking the
reader to this article. At first there
was concern about how the author would relate the augmented reality tools to education,
but as the article continued, several programs and apps were highlighted that
had a great application to the educational setting. Students today are so involved in games and a
technological world that there is definitely a need to bring some magic into
the classroom. This article gave a good introduction
to the possibilities that are becoming more available to the educational
horizon.
Reference
Raphael,
R. (2011). Abracadabra--it's augmented reality!. Learning & Leading with Technology,
38(8),
24. doi: GALE|A259379565
Summary of Who are you?
Opener #8: Alternative reality learning. In The World is Open:
How Web Technology is
Revolutionizing Education
One of the first points made in chapter
8 of The World is Open: How Web
Technology is Revolutionizing Education, is that students have always been
taught that education is separate from technology. There is a stigma that education cannot be
fun and fun cannot be education. However,
the world of education is turning more and more to the world of augmented
reality because there are more learning opportunities in the virtual worlds
than once realized. Pro-gaming facts are
also notated such as the finding that surgeons who played video games were
faster and more efficient that those who did not. This gives fuel to the idea of using simulators
in training to increase hand-eye coordination.
Continuing on in the chapter, it zeros
in on Second Life and its development and growth. Not only are big companies like IBM and Dell
making their own space inside of Second Life, but colleges and universities are
also embarking on education through Second Life. Specifically
Harvard, MIT and Stanford were the frontrunners in Second Life to buy their own
islands within this augmented reality.
Courses were then offered in virtual classrooms in addition to their
face-to-face classrooms. This section
also highlights educational concerns about the content in Second Life and how
institutions are dealing with these concerns.
This chapter also addresses concerns
that students may enjoy the virtual worlds too much to take them
seriously. To answer these concerns, the
author includes information on several initiatives that are being promoted by prominent
people in education. He also includes
positive perspectives on benefits of using augmented realities. The author even embarks upon a notion that mass
multiplayer online gaming can be used to educate those in the military on
topics such as leadership and decision making.
To close this chapter, the author takes a
look into what is to come in the augmented realities. There are many questions about the role that
virtual realities will take in education or if it may actually take over the
face-to-face education. The text emphasizes
that the augmented reality must be authentic and to add that that reality it
must be mobile and portable for learning.
Critique
This chapter was centered on virtual
worlds and their place in education.
Though there are skeptics, the author had a positive perspective on
these augmented realities. Real world
examples and actual uses of Second Life in higher education added credibility to
the usefulness of virtual worlds. The author
was aware of concerns and addressed them in his writing. An important point that was made by the author
is that learning can be fun and it does not have to be only pencil and paper
drills.
Reference
Bonk,
C. J. (2009). Who are you? Opener #8: Alternative reality learning. In The
World is Open:
How
Web Technology is Revolutionizing Education (pp. 275-292).
San Francisco, CA: Jossey-Bass.