Beyond Pokémon: Augmented Reality Is a Universal Design for Learning Tool

The success of Pokémon Go is demonstrating that augmented reality (AR) is reaching the masses quickly and can be a robust tool to enhance student engagement and learning. Leveraging AR for instructional purposes has the potential to become a powerful medium for Universal Design for Learning (UDL) by providing new tools for multiple means of representation, action and expression, and engagement. One of the advantages of using AR applications and AR platforms is the ability to display context relevant digital information to support students’ needs in real time and in specific contexts. Although many educational AR applications are in their developmental stages, the rapid growth of AR is likely to continue. The examples presented in this article focus on how educators can use mobile devices and AR to apply the principles of UDL. Combining AR with the principles of UDL can help educators create lessons that are accessible, engaging, and powerful for a diverse range of learners.

[1]  P. Richard,et al.  Augmented Reality for Rehabilitation of Cognitive Disabled Children: A Preliminary Study , 2007, 2007 Virtual Rehabilitation.

[2]  Roy D. Pea,et al.  Comparing Simple and Advanced Video Tools as Supports for Complex Collaborative Design Processes , 2010 .

[3]  Don D. McMahon,et al.  Augmented Reality as a Navigation Tool to Employment Opportunities for Postsecondary Education Students With Intellectual Disabilities and Autism , 2015 .

[4]  Zhen Bai,et al.  Through the looking glass: Pretend play for children with autism , 2013, 2013 IEEE International Symposium on Mixed and Augmented Reality (ISMAR).

[5]  Hirokazu Kato,et al.  Augmented Reality Learning Experiences: Survey of Prototype Design and Evaluation , 2014, IEEE Transactions on Learning Technologies.

[6]  Hirokazu Kato,et al.  Augmented reality as multimedia: the case for situated vocabulary learning , 2016, Res. Pract. Technol. Enhanc. Learn..

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

[8]  Don D. McMahon,et al.  Augmented Reality for Teaching Science Vocabulary to Postsecondary Education Students With Intellectual Disabilities and Autism , 2016 .

[9]  Yao-Jen Chang,et al.  An augmented reality (AR)-based vocational task prompting system for people with cognitive impairments. , 2013, Research in developmental disabilities.

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

[11]  Chien-Hsu Chen,et al.  Augmented reality-based video-modeling storybook of nonverbal facial cues for children with autism spectrum disorder to improve their perceptions and judgments of facial expressions and emotions , 2016, Comput. Hum. Behav..

[12]  Chien-Hsu Chen,et al.  Augmented reality-based self-facial modeling to promote the emotional expression and social skills of adolescents with autism spectrum disorders. , 2015, Research in developmental disabilities.

[13]  N. DeVries Every Student Succeeds Act , 2016 .

[14]  C. Schunn,et al.  Engagement and Achievements: A Case Study of Design-Based Learning in a Science Context. , 2008 .

[15]  Matt Bower,et al.  Augmented reality in Education — Cases, places, and potentials , 2013, 2013 IEEE 63rd Annual Conference International Council for Education Media (ICEM).

[16]  Christian D. Schunn,et al.  Bringing Engineering Design into High School Science Classrooms: The Heating/Cooling Unit , 2008 .

[17]  S Atherton,et al.  Use of a mobile device app: a potential new tool for poster presentations and surgical education , 2013, Journal of visual communication in medicine.

[18]  Yu-Ming Chang,et al.  Interactive augmented reality using Scratch 2.0 to improve physical activities for children with developmental disabilities. , 2015, Research in developmental disabilities.

[19]  Don D. McMahon,et al.  Effects of Digital Navigation Aids on Adults With Intellectual Disabilities , 2015 .

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

[21]  T. P. Caudell,et al.  Augmented reality: an application of heads-up display technology to manual manufacturing processes , 1992, Proceedings of the Twenty-Fifth Hawaii International Conference on System Sciences.

[22]  Don D. McMahon,et al.  Teaching the Last Backpack Generation: A Mobile Technology Handbook for Secondary Educators , 2016 .

[23]  Don D. McMahon,et al.  Evaluating Augmented Reality to Complete a Chain Task for Elementary Students With Autism , 2016 .

[24]  Alan B. Craig Understanding Augmented Reality: Concepts and Applications , 2013 .

[25]  Dave L. Edyburn,et al.  Critical Issues in Advancing the Special Education Technology Evidence Base , 2013 .

[26]  Don D. McMahon,et al.  Examining Augmented Reality to Improve Navigation Skills in Postsecondary Students With Intellectual Disability , 2017 .

[27]  Noel Enyedy,et al.  Constructing liminal blends in a collaborative augmented-reality learning environment , 2015, Int. J. Comput. Support. Collab. Learn..

[28]  Victor Callaghan,et al.  Looking In, Looking Out: A Discussion of the Educational Affordances of Current Mobile Augmented Reality Technologies , 2011 .