This document discusses using augmented reality and mash-ups in higher education. It defines augmented reality as enhancing the real world with computer-generated input like graphics, photos, and sound. Mash-ups combine data from multiple sources into new applications. The document suggests using mash-ups in augmented reality can facilitate online and collaborative learning. For example, a geology mash-up could blend maps, course materials, and data sets to create an immersive learning experience. Overall, the document argues augmented reality and mash-up technologies have potential to make online learning more engaging and help students build knowledge.
Web & Social Media Analytics Previous Year Question Paper.pdf
Nil göksel canbek edulearn11
1. CONNECTING AUGMENTED REALITY
TO HIGHER EDUCATION:
MASH-UP MODELS IN
VIRTUAL WORLDS
Nil GÖKSEL CANBEK, Anadolu University,TURKEY
Jace HARGIS, University of the Pacific, USA
Edulearn11, Barcelona
2. Augmented Reality at a Glance
Augmented Reality (AR) is a system in which
a real-world environment is augmented and
enriched by computer-generated input:
3D video-graphic displays
photographs
written notes
sound effects
3. Visualization of Augmented Reality
http://www.erenbaydemir.com/2009/07/augmentedreality-zenginlestirilmis-gerceklik-nedir/
http://farm5.static.flickr.com/4009/5078151986_7535bf8790.jpg
4. AR as a Connective Tool
Description of AR:
runs interactively in real time;
blends the real and immersive objects in a
simulated virtual middle ground.
(Azuma, 2001)
5. Virtuality Continuum
face to face
discussions
Reality
digitally
enriched
environments
(HUDs)
Augmented
Reality
virtual
enhanced by
physical
world (digital
maps)
Augmented
Virtuality
Mixed Reality
(Belimpasakis, 2009)
games
(MMPRPGs to
first-person
shooters)
Virtual Reality
7. AR Technology in Education- i
The immense technological advances in AR have also
enhanced ..
DISTANCE ONLINE LEARNING
.. which direct learners to self-comprehension.
8. AR Technology in Education- ii
Many higher education institutions are willing to
integrate AR technology with their existing online
teaching models (Liarokapis & Anderson, 2010);
“online learning provides support in the workings
of networks of individual social actors which
function as online learning communities”
(Kehrwald, 2007);
AR as a powerful system facilitates both
individual and collaborative learning efforts at
distance.
9. Virtual Learning through AR
Mash-ups
Under AR technology, mash-ups:
combine disparate data from more than
one source;
facilitate the learning experience as
supportive tools of education.
14. Definition of a mash-up-i
Mash-up: Web Application Hybrid
a mash-up is a Web application that is
presented with a unique layout on which multiple
sets of data is combined
15. Definition of a mash-up- ii
mash-ups collect data and blend contents from a key
driving source like Internet and deliver them to different
e-clients (Kulathuramaiyer, 2007);
mash-ups refer to a new type of application that
mingles at least two different web services (Bell, 2009).
17. Learning through Mash-ups
integrate multiple visual tools into one
immersive milieu;
correlates different data;
form a new educational application built
upon creative and critical thinking;
(Jonassen, 2000)
process, present and store permanent
information.
18. The Working System of a Mash-up
RSS
Feed
Web
Services
Mash-up
Application
Data
Platform
Services
Client /Learner
19. The Educational Use of Mash-ups
‘geology and natural sciences’
SweetSearch
is a search engine that
searches websites and content that is educatorapprove
OneGeology
is a website that offers
dynamic geological maps of the world
MIT OpenCourseWare
is a web-based
publication of courses offered at the
Massachusetts Institute of Technology.
20. The Limitations of Educational Mash-ups
mash-ups has not been significantly explored
(creative writing and history);
before using mash-ups, the advantages and
disadvantages should be analyzed;
current mash-ups available for use should be
searched carefully; mash-ups may not be accurate
or completely open, restricted Information/ paid
subscription (Anand et.al., 2010).
21. Mash-ups in Second Life (SL)
SL offers mash-ups for self-constructing of inert
knowledge;
Mash-ups formed by the common efforts of
e-learners might create interactive communal
platforms to ease collective learning;
Second Life, in this case, becomes a strategic
platform that guides its e-learners to perceive
and produce knowledge within the terms of
creative thinking skills (Jonassen, 2000);
Mash-ups are visible applications help learners
to conceptualize the raw data with graphical
representations so as to build inert knowledge
that can be visualized.
23. Conclusion-i
Learning Journey could be more enjoyable with
Mash-ups!
The characteristics and potentials of mash-ups
reinforced by AR Technologies could make learning
easier for e-learners while creating permanent
knowledge and authentic experiences with data
based on real life simulations.
24. Conclusion-ii
As a variation of VR- AR Technology can be used:
to assist teaching within VWs
to connect online applications
to start an interactive education
to create meaningful immersive data including:
spatial three-dimensional models
images
textual information
video
animations and sound
(Liarokapis & Anderson 2010)
25. Conclusion-iii
the benefits of low threshold, menu-drive
technologies such as mash-ups, are an attractive
enhancement to teaching and learning!