Augmented Reality in Research and Practice

The continued development of mobile technologies has provided individuals the opportunity to work, learn, and play across a variety of contexts. The growth of these mobile devices has afforded an equivalent rise in popularity in augmented reality (AR) technologies. Though it has seen widespread adoption across a number of industries, AR has yet to see consistent integration in the realm of education. Several individuals and organizations have cited AR as being poised for mainstream educational adoption despite continued setbacks. The purpose of this chapter is to examine the claims surrounding AR for teaching and learning to understand what is being done and what is possible with the technology right now. This chapter provides a review of a variety of academic and non-academic sources towards the construction of a framework for AR for teaching and learning. Recommendations for research and practice are discussed.

[1]  Haslina Arshad,et al.  User Satisfaction for an Augmented Reality Application to Support Productive Vocabulary Using Speech Recognition , 2018, Adv. Multim..

[2]  E. Rimm,et al.  Gotta catch’em all! Pokémon GO and physical activity among young adults: difference in differences study , 2016, British Medical Journal.

[3]  Jung Sun Hahn,et al.  A Theoretical Review on Designing Virtual Reality in the Teaching-Learning Process , 2001 .

[4]  J. Bailenson,et al.  Social interaction in augmented reality , 2019, PloS one.

[5]  J. Cho,et al.  Reducing Confusion about Grounded Theory and Qualitative Content Analysis: Similarities and Differences , 2014 .

[6]  B. Lundman,et al.  Qualitative content analysis in nursing research: concepts, procedures and measures to achieve trustworthiness. , 2004, Nurse education today.

[7]  Ryen W. White,et al.  Influence of Pokémon Go on Physical Activity: Study and Implications , 2016, Journal of medical Internet research.

[8]  Rabia Yilmaz,et al.  Using augmented reality technology in storytelling activities: examining elementary students’ narrative skill and creativity , 2016, Virtual Reality.

[9]  V. Braun,et al.  Using thematic analysis in psychology , 2006 .

[10]  Ross T. Smith,et al.  Cognitive Cost of Using Augmented Reality Displays , 2017, IEEE Transactions on Visualization and Computer Graphics.

[11]  Kurt Squire,et al.  Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers , 2007 .

[12]  Carlos Delgado Kloos,et al.  Impact of an augmented reality system on students' motivation for a visual art course , 2013, Comput. Educ..

[13]  Matthew J. Koehler,et al.  Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge , 2006, Teachers College Record: The Voice of Scholarship in Education.

[14]  Iulian Radu,et al.  Augmented reality in education: a meta-review and cross-media analysis , 2014, Personal and Ubiquitous Computing.

[15]  Christoph M Friedrich,et al.  Augmented Reality in Medicine: Systematic and Bibliographic Review , 2019, JMIR mHealth and uHealth.

[16]  B Downe-Wamboldt,et al.  Content analysis: method, applications, and issues. , 1992, Health care for women international.

[17]  Lucy Avraamidou,et al.  The use of mobile games in formal and informal learning environments: a review of the literature , 2014 .

[18]  Martin White,et al.  Exploring the relationship between presence and enjoyment in a virtual museum , 2010, Int. J. Hum. Comput. Stud..

[19]  Yuan-Hsiang Lin,et al.  Impact of augmented reality lessons on students’ STEM interest , 2016, Research and Practice in Technology Enhanced Learning.

[20]  Murat Akçayır,et al.  Advantages and challenges associated with augmented reality for education: A systematic review of the literature , 2017 .

[21]  Timo Engelke,et al.  An augmented reality training platform for assembly and maintenance skills , 2013, Robotics Auton. Syst..

[22]  Chih-Kai Chang,et al.  Assessing the effectiveness of learning solid geometry by using an augmented reality-assisted learning system , 2015, Interact. Learn. Environ..

[23]  Silvia Baldiris,et al.  Systematic review and meta-analysis of augmented reality in educational settings , 2019, Virtual Reality.

[24]  Jason M. Harley,et al.  Comparing virtual and location-based augmented reality mobile learning: emotions and learning outcomes , 2016, Educational Technology Research and Development.

[25]  Kinshuk Kinshuk,et al.  Framework for designing motivational augmented reality applications in vocational education and training , 2019, Australasian Journal of Educational Technology.

[26]  Giuliana Guazzaroni,et al.  Emotional mapping of the archaeologist game , 2013, Comput. Hum. Behav..

[27]  Michael Tscholl,et al.  Empowering Digital Interactions with Real World Conversation , 2014 .

[28]  Juan Manuel Dodero,et al.  Augmented reality mobile app development for all , 2017, Comput. Electr. Eng..

[29]  Mark Dredze,et al.  Pokémon GO-A New Distraction for Drivers and Pedestrians. , 2016, JAMA internal medicine.

[30]  J. Ferrer-Torregrosa,et al.  ARBOOK: Development and Assessment of a Tool Based on Augmented Reality for Anatomy , 2015 .

[31]  Rebecca Ferguson,et al.  Augmented Reality and Mobile Learning: the State of the Art , 2013, mLearn.

[32]  Sevda Küçük,et al.  Learning anatomy via mobile augmented reality: Effects on achievement and cognitive load , 2016, Anatomical sciences education.

[33]  Jorge Bacca,et al.  Augmented Reality Trends in Education: A Systematic Review of Research and Applications , 2014, J. Educ. Technol. Soc..

[34]  C. Matuk The Learning Affordances of Augmented Reality for Museum Exhibits on Human Health , 2016 .

[35]  Teemu Henrikki Laine,et al.  Mobile Educational Augmented Reality Games: A Systematic Literature Review and Two Case Studies , 2018, Comput..

[36]  Mariette Bengtsson,et al.  How to plan and perform a qualitative study using content analysis , 2016 .

[37]  Mohd Shahrizal Sunar,et al.  Factors Influencing the Acceptance of Augmented Reality in Education: A Review of the Literature , 2017, J. Comput. Sci..

[38]  J. R. Landis,et al.  The measurement of observer agreement for categorical data. , 1977, Biometrics.

[39]  Ivan Poupyrev,et al.  The MagicBook - Moving Seamlessly between Reality and Virtuality , 2001, IEEE Computer Graphics and Applications.

[40]  Pan Hui,et al.  Mobile Augmented Reality Survey: From Where We Are to Where We Go , 2017, IEEE Access.

[41]  Kirk L. Kroeker,et al.  Mainstreaming augmented reality , 2010, Commun. ACM.

[42]  Jun He,et al.  Antecedents to the adoption of augmented reality smart glasses: A closer look at privacy risks , 2018, Journal of Business Research.

[43]  Wojciech Cellary,et al.  Evaluation of learners' attitude toward learning in ARIES augmented reality environments , 2013, Comput. Educ..

[44]  Jyh-Chong Liang,et al.  Current status, opportunities and challenges of augmented reality in education , 2013, Comput. Educ..

[45]  Shyam Diwakar,et al.  Augmented reflective learning and knowledge retention perceived among students in classrooms involving virtual laboratories , 2017, Education and Information Technologies.

[46]  Mari-Pauliina Vainikainen,et al.  Making the invisible observable by Augmented Reality in informal science education context , 2017 .

[47]  Susan A. Yoon,et al.  Making the Invisible Visible in Science Museums Through Augmented Reality Devices , 2013, TechTrends.

[48]  Rita Coombs-Richardson,et al.  Using Augmented Reality to Increase Interaction in Online Courses , 2018 .

[49]  Georgios D. Styliaras,et al.  Augmented Reality Applications in Education: Teachers Point of View , 2019, Education Sciences.

[50]  P. Milgram,et al.  A Taxonomy of Mixed Reality Visual Displays , 1994 .

[51]  Cagdas Erbas,et al.  The effects of augmented reality on students' academic achievement and motivation in a biology course , 2019, J. Comput. Assist. Learn..

[52]  Telmo Zarraonandia,et al.  Augmented Presentations: Supporting the Communication in Presentations by Means of Augmented Reality , 2014, Int. J. Hum. Comput. Interact..

[53]  Kirk L. Kroeker Celebrating the legacy of PLATO , 2010, Commun. ACM.

[54]  David Wells,et al.  Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning , 2019, Virtual Reality.

[55]  Mona Alkhattabi,et al.  Augmented Reality as E-learning Tool in Primary Schools' Education: Barriers to Teachers' Adoption , 2017, Int. J. Emerg. Technol. Learn..

[56]  Patrick O'Shea,et al.  An Analysis of Engagement in a Combination Indoor/Outdoor Augmented Reality Educational Game. , 2011 .

[57]  Vannevar Bush,et al.  As we may think , 1945, INTR.

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

[59]  L. Shulman Those Who Understand: Knowledge Growth in Teaching , 1986 .

[60]  Hsiu-Fang Hsieh,et al.  Three Approaches to Qualitative Content Analysis , 2005, Qualitative health research.

[61]  Jacques Ophoff,et al.  The Impact of an Augmented Reality Application on Learning Motivation of Students , 2019, Adv. Hum. Comput. Interact..

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

[63]  Manuel Contero,et al.  DELIVERING EDUCATIONAL MULTIMEDIA CONTENTS THROUGH AN AUGMENTED REALITY APPLICATION: A CASE STUDY ON ITS IMPACT ON KNOWLEDGE ACQUISITION AND RETENTION , 2013 .

[64]  Philipp A. Rauschnabel,et al.  An adoption framework for mobile augmented reality games: The case of Pokémon Go , 2017, Comput. Hum. Behav..

[65]  H. Turunen,et al.  Content analysis and thematic analysis: Implications for conducting a qualitative descriptive study. , 2013, Nursing & health sciences.

[66]  Helvi Kyngäs,et al.  The qualitative content analysis process. , 2008, Journal of advanced nursing.

[67]  Damla Karagozlu,et al.  Identifying Students' Attitudes Regarding Augmented Reality Applications in Science Classes , 2019, Int. J. Emerg. Technol. Learn..

[68]  Jacob Cohen A Coefficient of Agreement for Nominal Scales , 1960 .

[69]  Yongtian Wang,et al.  Teaching based on augmented reality for a technical creative design course , 2015, Comput. Educ..

[70]  Stephan Lukosch,et al.  Collaboration in Augmented Reality , 2015, Computer Supported Cooperative Work (CSCW).

[71]  Kun-Hung Cheng Reading an Augmented Reality Book: An Exploration of Learners' Cognitive Load, Motivation, and Attitudes. , 2016 .