Inherent Advantages of Augmented Reality for K 12...

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Inherent Advantages of Augmented Reality for K–12 Education Marc Ericson C. Santos, Angie Chen, Takafumi Taketomi, Goshiro Yamamoto, Jun Miyazaki, Hirokazu Kato Interactive Media Design Laboratory Graduate School of Information Science Nara Institute of Science and Technology Nara, Japan {chavez-s, chen-a, takafumi-t, goshiro, miyazaki, kato}@is.naist.jp A Review of Augmented Reality Learning Experiences

Transcript of Inherent Advantages of Augmented Reality for K 12...

Page 1: Inherent Advantages of Augmented Reality for K 12 Educationimd.naist.jp/imdweb/pub/santos_kjmr13/paper.pdf · 2014-10-31 · Inherent Advantages of Augmented Reality for K–12 Education

Inherent Advantages of Augmented Reality for K–12 Education

Marc Ericson C. Santos, Angie Chen, Takafumi Taketomi,

Goshiro Yamamoto, Jun Miyazaki, Hirokazu Kato Interactive Media Design Laboratory

Graduate School of Information Science

Nara Institute of Science and Technology

Nara, Japan

{chavez-s, chen-a, takafumi-t, goshiro, miyazaki, kato}@is.naist.jp

A Review of Augmented Reality Learning Experiences

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Presentation has three parts.

1. Report a survey of Augmented Reality Learning Experiences (ARLEs.)

– Objectives

– Method

– Results

2. Propose a participatory design model for ARLEs.

3. Illustrate the use of participatory design.

– Developing AR x-ray interaction

– Paper-prototyping for authoring AR content

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Defining AR learning experiences imposes logical uses in education.

Augmented Reality Learning Experience (ARLE)

“any form of personal experience designed to improve knowledge, facilitated by integrating virtual elements onto a real environment.”

Augmented Reality Interactions

Necessary? Beneficial?

Cost-effective?

Educational Interaction Actual Classroom Use*

*Picture from http://newsinfo.inquirer.net/194569/public-schools-to-give-priority-to-early-enrollees

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Conduct a review to understand AR interactions in education.

1. To find empirical proof that AR interactions can be beneficial to learning

2. To observe trends in implementation and evaluation that led to good interfaces

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Approach for the survey

Search digital libraries

Filter using criteria

Gather data

Analysis and synthesis

IEEE digital library ACM digital library Learning technology publications

Prototype K-12 Education Availability

publication details prototype description use of AR user study

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We found 87 ARLE articles.

15

72

Type of Publication

Journal

Conference

61

26

Is it IEEE-Indexed?

Yes

No

0 2 4 6 8 10 12 14 16

IEEE Advanced Learning Technologies

IEEE Int'l Symp. on Mixed and AugmentedReality

IEEE Virtual Reality

IEEE Wireless, Mobile and UbiquitousTechnology in Education

Computers and Education

Number of Articles

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There are five types of evaluation methods.

1. Performance metrics

– Performance test

– Self-reported learning

2. Questionnaires

– Motivation

– Presence

– Usability

3. Behavior observation

4. Focused-group discussion

5. Heuristic evaluation

– Teacher evaluation

– Expert evaluation

11

37

39

User Study

Performance

Usability

None

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Ref Content Display Participants (Sample) Effect Size

[3] English Handheld Grade school, teachers (67) Large

[5] Solar system HMD High school (40) Large

[6] Kinematics graphs Desktop High school (80) Large

[7] Elastic collision Handheld University students (36) Large

[4] Spatial ability training Desktop University students (49) Moderate to Large

[2] Masterpieces of

Renaissance Desktop High school (69) Moderate to Large

[8] English Desktop Grade school (Six classes) Small to Moderate

[9] Math game Handheld Grade school (123) No effect

[10] Eulerian and Hamilton

Graphs Projector University students (20) No effect

[11] Spatial ability training HMD High school (215) No effect

[12] Library skills Desktop Grade school (116) Small Negative

Reported effect sizes vary widely.

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Multimedia material* Teacher’s words + Real AR Annotation

Multimedia Learning Theory [13] (Learning from words and pictures)

AR Annotation (Learning from virtual words

and real objects)

If we substitute: Words virtual symbols (words, numbers, arrows) Pictures real objects;

Then, all of the empirically tested principles of Multimedia Learning Theory applies to AR annotation.

ARLEs (AR annotation) apply multimedia learning theory.

*Picture from http://science.howstuffworks.com/environmental/earth/geophysics/earth3.htm

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Virtual apple

Virtual apple + Picture book*

Virtual apple + Real Fridge

More cues

Situated Learning Theory [14] Learning is situated in a specific context and embedded within a particular social and physical environment.

ARLEs apply situated visualization.

*Picture from http://lifeonthecutoff.wordpress.com/2010/09/18/kerplunk/

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Vision but poor haptic Vision and better haptic [4]

Animate Vision Theory [15] Vision data and haptic data are coded in the brain together.

ARLEs apply vision-haptic visualization.

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Easier perception, thus more allotment for processing

Processing

Processing

Perception

Perception

Working Memory

AR

N

on

-AR

More cues, better experience, thus more elaborated

knowledge

Some Concept

Some Concept

No

n-A

R

AR

Knowledge as associations

World annotation, situated visualization and vision-haptic visualization improves learning in two ways.

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Given the affordances of AR, how can we design ARLEs?

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AR and

EdTech

Engineers Teachers

and

Curriculum

Designers

Students

AR

Learning

Object

Implementation Evaluation of

learning

Teaching

Requirements

Delivery to

students

Edit to match

context

Expert

Evaluation

We propose a participatory design model for authoring ARLEs.

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Target

Object

Edges

Mask

Alpha

Mask

Virtual

Object

Edge-based

AR X-ray

We tested an implementation of AR x-ray.

AR x-ray on iPad

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We conducted two user studies on perception.

1. User Study 1: 23 Filipino students (9 male, 14 female, aged 5-15) attending 13 different schools

2. User Study 2: 47 students (21 male, 26 female, aged 11-16) from Spring Christian School

3. Questionnaire:

– Q1. The object is inside the box.

– Q2. The object is easy to see.

– Q3. The object seems real.

– Q4. The object seems flat.

– Q5. I can see the different parts of the object clearly.

– Q6. My classmates will say the object is real.

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User study set up

Control: without occlusion

Experiment: with occlusion

Demonstration

Set up for User Study 1 (involving younger kids)

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There are no significant differences in perception.

Question (Construct) Without Occlusion With Occlusion (x-ray)

Mean (95% Conf.)

STDV Mean

(95% Conf.) STDV

Q1 (Depth) 3.7 (3.1 – 4.2) 1.2 3.6 (3.1 – 4.1) 1.3 Q2 (Visibility) 4.0 (3.5 – 4.4) 1.0 3.3 (2.8 – 3.7) 1.2 Q3 (Realism) 3.4 (2.8 – 3.9) 1.4 2.7 (2.2 – 3.3) 1.3 Q4 (Depth) 4.1 (3.7 – 4.6) 0.9 4.0 (3.5 – 4.4) 1.2 Q5 (Visibility) 4.0 (3.6 – 4.5) 0.9 3.6 (3.1 – 4.1) 1.3 Q6 (Realism) 3.3 (2.8 – 3.8) 1.2 3.1 (2.6 – 3.7) 1.3

Question (Construct) Without Occlusion With Occlusion (x-ray)

Mean (95% Conf.)

STDV Mean

(95% Conf.) STDV

Q1 (Depth) 3.4 (2.9 – 3.9) 1.2 3.4 (3.0 – 3.9) 1.2 Q2 (Visibility) 3.8 (3.3 – 4.3) 1.1 4.0 (3.5 – 4.4) 1.1 Q3 (Realism) 3.1 (2.6 – 3.7) 1.2 3.0 (2.5 – 3.5) 1.3 Q4 (Depth) 3.3 (2.9 – 3.7) 1.0 3.3 (2.9 – 3.7) 1.0 Q5 (Visibility) 4.0 (3.5 – 4.5) 0.6 3.7 (3.2 – 4.1) 1.0 Q6 (Realism) 3.4 (3.0 – 3.9) 1.0 3.7 (3.4 – 4.2) 1.0

User Study 1

User Study 2

(p-value = 0.041) Significant based on t-test.

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Schools find ARLEs beneficial and would like to use it for specific content.

Focused group discussions with Teachers, Parents,

School Administrators

Perceived advantages in practice 1. “Learning by experience” 2. Improved attention 3. Increased motivation

Perceived issues in practice 1. Cost and availability of technology 2. Accuracy of virtual information 3. Time constraint

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On-going paper-prototyping for ARLEs.

Target Object

Authoring on target object

Drop-down Menu

Annotated frog

• Can test knowledge in navigation

• Limited interactions and experience

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Summary of contributions

We showed that:

• ARLEs have variable effect to learning.

• ARLEs have inherent advantages that improve perception and knowledge construction.

We recommend that:

• We can design better ARLEs using participatory design.

Using participatory design, we…

• Tested perception in AR x-ray interactions

• Gathered preliminary user requirements for ARLEs

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Future Work

Simple Authoring Tool for Teachers

Implement Augmented Reality Learning Objects

(ARLOs)

Standard ARLE file that packages AR content (real object, virtual

objects, interactions)

Main Goal

Continue using Participatory Design

Continue implementing

state-of-the-art AR interactions

Example: AR x-ray, AR Annotation

Model that considers teachers and students in

the authoring process

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References