Put Augmented Reality in your STEM
Location: Room 006AB
Registration code: B219
[Explore and create : BYOD]
Monday, June 26, 11:30 am–12:30 pm
Location: Room 006AB
Dr. Lisa Baylor Jennifer Green Eugenia Johnson-Whitt
Participants will learn about Augmented Reality (AR) and how it can be used to engage learners. This will include examples in Math and Science. Attendees will use their own devices to develop a lesson idea using AR for their classroom and become a member of an AR online learning community.
|Attendee devices:||Devices required|
|Attendee device specification:||Smartphone: Android, iOS, Windows
Laptop: PC, Mac
Tablet: Android, iOS, Windows
|Participant accounts, software and other materials:||https://www.aurasma.com/
Elements 4D app by DAQRI
Mobile device must have a working camera.
|Focus:||Digital age teaching & learning|
|Topic:||Augmented and virtual realities|
|ISTE Standards:||Teachers : Design and develop digital age learning experiences and assessments
Teachers : Facilitate and inspire student learning and creativity
Teachers : Engage in professional growth and leadership
The purpose of this session is to provide teachers in grades four through twelve with new technological ideas that can be incorporated into their curriculum. Through the use of video clips and interactive session resources, participants will gain an understanding of Augmented Reality (AR) and its innovative uses in education. In this session, participants will use the Aurasma, and Elements 4D by DAQRI free applications to experiment with and learn more about Augmented Reality.
After gaining an understanding of AR, participants will be asked to collaborate with peers within their content areas to generate ideas on how AR can be effectively implemented in the classroom. Participants will be encouraged to become members of an online learning community through Edmodo which will allow teachers to collaborate and share their lesson ideas that successfully use AR as well as the challenges they face. Incorporating the framework of Technological Pedagogical Content Knowledge (TPACK), the objective of this session is for participants to create a lesson idea that incorporates Augmented Reality into their existing content.
• [20 mins] Participants will be given an explanation of Augmented Reality (AR) and shown video clips of how teachers are using it in their classrooms. This will be followed by a hands-on activity where participants will use the interactive session materials to gain a deeper understanding of AR.
• [10 mins] - Participants will use Aurasma and Elements 4D on their mobile devices to experiment with Augmented Reality.
• [15 mins] – Participants will collaborate with content peers to generate ideas for AR use in the classroom.
• [10 mins] - Participants will share their initial ideas on how they plan to use AR in their content areas and engage in a question and answer discussion.
• [5 mins] – Wrap up and distribute information about the AR online learning community and enrollment instructions.
Antonioli, M., Blake, C., & Sparks, K. (2014). Augmented Reality Applications in Education. Journal Of Technology Studies, 40(2), 96-107.
Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented Reality Trends in Education: A Systematic Review of Research and Applications. Journal Of Educational Technology & Society, 17(4), 133-149
Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented Reality in education – cases, places and potentials. Educational Media International, 51(1), 1-15.
Chang, R., Chung, L., & Huang, Y. (2016). Developing an interactive augmented reality system as a complement to plant education and comparing its effectiveness with video learning. Interactive Learning Environments, 24(6), 1245-1264. doi:10.1080/10494820.2014.982131
Chiang, T. C., Yang, S. H., & Hwang, G. (2014). An Augmented Reality-based Mobile Learning System to Improve Students' Learning Achievements and Motivations in Natural Science Inquiry Activities. Journal Of Educational Technology & Society, 17(4), 352-365.
Estapa, A., & Nadolny, L. (2015). The Effect of an Augmented Reality Enhanced Mathematics Lesson on Student Achievement and Motivation. Journal Of STEM Education: Innovations And Research, 16(3), 40-48.
Gopalan, V., Zulkifli, A. N., & Juliana Aida Abu, B. (2016). A Study of Students' Motivation using the Augmented Reality Science Textbook. AIP Conference Proceedings, 1761(1), 020040-1-020040-6. doi:10.1063/1.4960880
Hsiao, H., Chang, C., Lin, C., & Wang, Y. (2016). Weather observers: a manipulative augmented reality system for weather simulations at home, in the classroom, and at a museum. Interactive Learning Environments, 24(1), 205-223. doi:10.1080/10494820.2013.834829
Laine, T., Nygren, E., Dirin, A., & Suk, H. (2016). Science Spots AR: a platform for science learning games with augmented reality. Educational Technology Research & Development, 64(3), 507-531.
Perez-Lopez, D., & Contero, M. (2013). Delivering Educational Multimedia Contents through an Augmented Reality Application: A Case Study on Its Impact on Knowledge Acquisition and Retention. Turkish Online Journal Of Educational Technology - TOJET, 12(4), 19-28.
Technology-charged starts herelearning
June 25-28, 2017
© 2017 International Society for Technology in Education (ISTE), All Rights Reserved