Design Principles for Augmented Reality Learning

Augmented reality is an emerging technology that utilizes mobile, context-aware devices (e.g., smartphones, tablets) that enable participants to interact with digital information embedded within the physical environment. This overview of design principles focuses on specific strategies that instructional designers can use to develop AR learning experiences. A review of the literature reveals the following three design principles as instructive: 1. Enable and then challenge (challenge): 2. Drive by gamified story (fantasy); and 3. See the unseen (curiosity). These design principles can also be viewed as an attempt to either leverage the unique affor- dances of AR or minimize the limitations of the medium as reported in the literature (Dunleavy & Dede, 2014). As the field matures and more research teams explore the potential of AR to enhance teaching and learning, it will be critical to determine the design techniques that optimize the unique affordances of AR, minimize the limitations of the medium, and ultimately enhance learning across the curriculum.

[1]  Thomas W. Malone,et al.  Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..

[2]  Josh Sheldon,et al.  Augmenting your own reality: student authoring of science-based augmented reality games. , 2010, New directions for youth development.

[3]  Kurt Squire,et al.  Environmental Detectives: PDAs as a window into a virtual simulated world , 2002, Proceedings. IEEE International Workshop on Wireless and Mobile Technologies in Education.

[4]  K. Squire From Information to Experience: Place-Based Augmented Reality Games as a Model for Learning in a Globally Networked Society , 2010, Teachers College Record: The Voice of Scholarship in Education.

[5]  Matt Dunleavy,et al.  Assessing Learning and Identity in Augmented Reality Science Games , 2011 .

[6]  Chris Dede,et al.  EcoMOBILE: Integrating augmented reality and probeware with environmental education field trips , 2013, Comput. Educ..

[7]  Judy Perry,et al.  AR gone wild: two approaches to using augmented reality learning games in Zoos , 2008, ICLS.

[8]  Chris Dede,et al.  Immersive Interfaces for Engagement and Learning , 2009, Science.

[9]  Christopher J. Dede,et al.  Lessons Learned about Designing Augmented Realities , 2009, Int. J. Gaming Comput. Mediat. Simulations.

[10]  Chris Dede,et al.  Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning , 2009 .

[11]  David Kirk,et al.  Savannah: experiential learning through mobile gaming , 2004 .

[12]  Chris Dede,et al.  Augmented Reality Teaching and Learning , 2014 .

[13]  Annemarie S. Palincsar,et al.  Social constructivist perspectives on teaching and learning. , 1998, Annual review of psychology.

[14]  Jesse Schell,et al.  The Art of Game Design: A book of lenses , 2019 .

[15]  Ronald Azuma,et al.  Recent Advances in Augmented Reality , 2001, IEEE Computer Graphics and Applications.

[16]  Brett E. Shelton,et al.  The Design and Use of Simulation Computer Games in Education , 2007 .

[17]  J. Michael Spector,et al.  Handbook of Research on Educational Communications and Technology, 3rd Edition , 2012 .

[18]  Larry Johnson,et al.  The 2011 Horizon Report. , 2011 .

[19]  Kurt Squire,et al.  Environmental Detectives—the development of an augmented reality platform for environmental simulations , 2008 .

[20]  David S. Kirk,et al.  Savannah: mobile gaming and learning? , 2004, J. Comput. Assist. Learn..