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How Augmented Reality via Mobile Devices Aids Real World Learning - CoSN 2014.03.20
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Transcript of How Augmented Reality via Mobile Devices Aids Real World Learning - CoSN 2014.03.20
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How Augmenting Reality via Mobile Devices Aids Real World Learning:
Sharing Experiences and Design Strategies
Consortium for School Networking Conference March 20, 2014
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Presenters
• Chris Dede: Wirth Professor in Learning Technologies, Harvard Graduate School of Education. Twitter: chrs_dede
• Heidi Larson: Project Director, Education Development Center. Twitter: heidil_edc
• Matt Dunleavy: Director, Academic Affairs, Radford University. Twitter: mattdunleavy
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Student Researchers
Andrea Flores
Andy Hyde
Matt Riecken
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Agenda
• What is Augmented Reality?
• AR Experience
• Debrief
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1976 2014
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What is Augmented Reality?
“Augmented reality (AR) allows for a digitally enhanced view of the real world….
With the camera and sensors in a smartphone or tablet, AR adds layers of digital information –
videos, photos, sounds – directly on top of items in the world around us.”
http://layar.com
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There are many types of Augmented Reality,
including:
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Using mobile, context-aware (e.g., smartphones, tablets) to interact with digital information embedded within the physical environment.
Photo Credit: SITP
AR via Mobile Handhelds
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The phone becomes a magic looking glass,
identifying objects in the world around you.
David Pogue, Scientific American
December, 2011
Photo Credit: Mike Shaw | The Burgs.
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LOCATION GPS-Based
VISION (MARKER) Camera-Based
Two forms of Handheld AR...
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11
Location – GPS-Based
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Location – GPS-Based
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Triggers
Photo Credit: SITP
Vision (Marker) Camera-Based
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AR via Wearable Displays - From a Unique Experience
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Wearable Displays for Education
http://www.google.com/glass/start/how-it-feels/#video=accelerator-video
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AR via Projection Mapping
Creative Bloq: “Video projection mapping has the capacity to transform any object into a screen.” http://www.creativebloq.com/video/projection-mapping-912849
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Let’s Try it Out
AR experience designed by Harvard Graduate School of Education students
and by Matt Dunleavy
To download FreshAiR go to: playfreshair.com/getapp
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Let’s Try it Out
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Let’s Try it Out
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Let’s Try it Out
Map View
Reality View
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FreshAiR Editor FreshAiR App
What is FreshAiRTM?
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Embed Content
FreshAiRTM Content
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Debrief
• What are the benefits of AR for students? • What are the challenges of AR in education? • How can CTOs / CIOs support this learning?
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Message from the Students*
Matt Riecken & Andrea Flores http://youtu.be/sBF-zLG7jaw
Andy Hyde http://youtu.be/VpPouvMnf8I
*All three received their M.Ed. From the Harvard Graduate School of Education in May, 2014.
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Based on your experience, what do you think?
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Our Thoughts
• Ability to present to a group of learners multiple incomplete, yet complementary perspectives on a problem situated within a physical space (Dunleavy, Dede, & Mitchell, 2009; Klopfer & Squire, 2008; Squire, 2010).
- Direct results of 1-to-1 device-to-student ration. - Enables collaborative pedagogy such as jigsaw and differentiated role play. •Ability to leverage physical space as an additional layer of content for students to observe,
manipulate and analyze (Perry et al., 2008; Squire et al., 2007). - Transforms that environment into a venue for multiple, otherwise unrealized learning opportunities (Facer et al., 2004; Klopfer, 2008; Klopfer & Squire, 2008).
Affordances
Photo Credit: Mike Shaw | The Burgs.
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• Students are often overwhelmed with the complexity of the activities (Dunleavy et al., 2009), the scientific inquiry process and navigation (Klopfer & Squire, 2008), or making decisions as a team (Perry et al., 2008).
•Challenge of integrating and managing the overall AR experience from the designers’ and
teachers’ perspectives (Dunleavy et al., 2009). •Limitations with the current state of the art in location-aware and mobile technologies
(i.e., GPS error) (Dunleavy et al., 2009; Facer et al., 2004; Perry et al., 2008).
Limitations
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Authoring Tools or Development Platforms
ARIS (http://arisgames.org/)
TaleBlazer (http://education.mit.edu/projects/taleblazer)
7scenes (http://7scenes.com/)
FreshAiR (http://playfreshair.com/)
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Dunleavy, M., & Dede, C. (2014). Augmented reality teaching and learning. Handbook of Research on Educational Communications and Technology (4th ed., Volume 2). Dunleavy, M. (2014). Design Principles for Augmented Reality Learning. TechTrends, 58(1), 28-34.
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Thanks for coming!
Feel free to contact us: Chris Dede: [email protected]
Twitter: chrs_dede
Matt Dunleavy: [email protected] Twitter: mattdunleavy
Heidi Larson: [email protected] Twitter: heidil_edc