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ALT-C 2016
1
Creating and connecting:
An Augmented Reality approach to
delivering an authentic curriculum
Dr. Mike Hobbs, Department of Computing and Technology
Anglia Ruskin University
mike.hobbs@anglia.ac.uk
Dr. Debbie Holley, Centre for Excellence in Learning,
Bournemouth University
dholley@bournemouth.ac.uk
ALT-C 2016
2
The Personal Development Portfolio ‘PDP’
 Overview of PDP
• Provides skills and personal educational development.
• Promotes higher level learning and career planning
• Supports Pro-active, independent, autonomous, learners
• Provide a base level for skills in :
communication, group work, research, referencing, presentations,
 Policy context
• Quality Assurance Agency for HE in the UK require
institutions to provide personal development planning[1].
• UK needs more technically qualified students in ‘STEM’
subjects[2].
• Technically qualified students often lack key employability
skills[3].
ALT-C 2016
3
Motivation for this research
 ‘STEM’ Students
• Computer Science and Computer Gaming Technology
Technically able but lacking broader soft skills
• End of year course reviews identified issues of poor
engagement with PDP classes and curriculum
But informal discussion showed awareness of the importance of soft skills for
employability.
 Approach
• Provide a collaborative learning framework
(drawing on Vygotsky’s theories of proximal development)
• Create the context for the independent, autonomous
development of skills
(drawing on Piaget/Kegan/Laske to provide a suitable constructive
development framework )
ALT-C 2016
4
Improving PDP and Soft Skills
 Constraints
• Limited time and work requirement.
• Content, needs to be interesting but not core to course.
• Techniques easily assimilated for both students and staff
(multiple class delivery)
 Desired Features
• (Some) freedom in assessment topic
• Introduction to the project process (and group work)
• Simple assessment task to allow students to focus on skills
developed rather than end result.
Critical Success Factor = Student Engagement
ALT-C 2016
5
Creating Augmented Reality
 Why AR?
• Interesting area in education technology
• Relevance to software development - “authentic task”
• Available ’end user’ development tools
• Simple development process
• Suitable for BOYD and teaching in conventional classrooms
 User Created Content
• Students free to design their own artifacts.
• Constrained by deliberately vague ‘client’ brief.
• Requires creativity – enabled and restricted by technology.
ALT-C 2016
6
Wider Context
ALT-C 2016
7
Previous work - First iteration 2014/5
 The Book / library AR task
• Students responded well but found task ‘too easy’
Technically unchallenging
Lacking potential for creativity / design
Needed more structure – less ad hoc.
 Aims for 2015/6
• Increase technical challenge
• Increase engagement with task
• Deepen learning experience
• Increase size and make up of participating cohort
• ‘Roll out’ AR class materials to wider audience
ALT-C 2016
8
The Treasure Hunt
 Why?
• Used as the core theme to focus activity.
• Easily understood – but open to interpretation.
• Translates well to the AR medium (e.g. Pokeman Go)
• Learning through ‘play’
Progress from ‘did it work?’ to ‘did it achieve our aims?’
Easy feedback mechanism ‘was it fun?’
• Have to consider the player/user :
Artifact not an end in itself - mechanism for communication
Focus drawn away from ‘what do I want’ to ‘how can I address the
needs of others’
ALT-C 2016
9
Typical class activities
 Supportive ‘flipped’ approach rather than content
delivery:
• Introduce topics, review available materials
Each topic is supported with a section of documents and links on
the VLE.
• Discuss progress on project and reflections on the tasks.
• Provide monitoring and support.
• Student group presentations.
• Review portfolio work and sign off ‘PDP’ check list.
• Q&A on progress in other modules and student life.
ALT-C 2016
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Student Activity
 What Students had to do:
• Form groups, organize and
meetings,
• Post progress to group blog
• Research and post comment
on one relevant paper each.
• Plan, design and create AR
artifacts around the concept
of the Treasure Hunt.
• Give a group presentation
on what they did.
• Provide a short summary
report
Link to Youtube video of Horizon
ALT-C 2016
11
(Some 0f) What Happened:
 At the Student level
• Meaningful socialization for new students
-helping to provide support network.
• Developed ‘natural’ communication channels
• Deeper responsibility / decision / control than most
assessment tasks.
 At the course level
• More students enjoying PDP
• Support materials allow non-project staff able to deliver
content.
• More students involved including Computer Scientists as
well as Computer Gamers.
• More students passing compulsory PDP element
ALT-C 2016
12
Nerds with Attitude
Word Game
• Pre-drawn triggers were
hidden around a house
• Each trigger gave an Aura
showing a single letter
• Participants put letters
together to make a word
• Managed project work
online using Trello
“The first thing we decided
to do was to find a way to
communicate between the
group in case any of us
were unable to meet up…”
ALT-C 2016
13
Horizon
Treasure Hunt
• Auras provide clues
• Users collected a code
word from each location.
• Locations around
campus and local area
were used.
“The importance of
teamwork cannot be
stressed enough,
teamwork is the most
fundamental aspect ..if we
had not worked as a team
we could have failed…”
If you want to find more
you find directions on the
floor,
but for that little matter,
It’s a symbol for a letter!
ALT-C 2016
14
The Fighting Peacocks
Campus Tour
• Campus navigation aid
• Using audio media and QR
codes
as triggers.
• Created a test grid
for results
• Mutual testing of
applications
were useful.
‘(We )tested another groups
game, the results were very
positive’
ALT-C 2016
15
Results – assessment completion
Submission of Assessments (at first attempt)
Year Cohort
Size
Main
Assessment
PDP Submission
ratio
% %
2013/14 (base line) 55 80 66 0.8
2014/5 78 77 79 >1.0
2015/6 130 84 85 >1.0
Ratio between the submissions for the main assessment and PDP –
“of those who completed the main assessment for the module, how
many also completed PDP”.
> 1.0 means that, MORE students completed their PDP than their main
assessment.
ALT-C 2016
16
Results – Student experience
Criteria 2014/5 2015/6
Was Aurasma Easy to use? 79% 71%
Did the AR project help my PDP? 69% 79%
• Questionnaire:
• Students found technology harder
• BUT more seemed to think it helped their PDP
• The implication is that the more expressive task provided more
technical challenges but was more effective.
• Free text comments point to more problems with a more diverse
set of BYOD devices
Got PDP done in an easy way, work completed without realizing it.”
“Group work was a really good part”
ALT-C 2016
17
Conclusions for Treasure Hunt AR
 Qualitative Impressions
• More design process used during construction
• Increased narrative in design
• Better identification of purpose for artifact
• Wider use of student sourced communication tools
• More ‘between group’ cooperation.
• Better alignment of task to underpinning principles of the
course.
• Better understanding of the purpose of the PDP task
Only 24% thought the task could be more challenging this year
compared with 64% last year.
“Got PDP done in an easy way, work completed without realizing it.”
“Group work was a really good part”
ALT-C 2016
18
Future Work
 PDP 2016/7
• PebblePad for lasting, online student portfolios
Used for tutor / student communication and record of progress.
• Full lesson plans for each PDP session
Allowing anyone to implement the programme
• Template to guide project progress with deadlines /
deliverables.
• Extend PDP content to cover digital and academic literacy
Currently implied but made specific assessment targets.
• Flavors provide clearer link to student course e.g.
Computer gamers to focus on game development aspects
Computer Scientists to focus on design
• Highlight theoretical underpinnings
Make explicit the implicit connections and rationale
ALT-C 2016
19
Our project blog: http://augmentedaru.org
ALT-C 2016
20
References
[1] QAA (2009). Personal development planning: guidance for institutional policy
and practice in higher education, The Quality Assurance Agency for Higher
Education. http://www.qaa.ac.uk/en/Publications/Documents/Personal-
development-planning-guidance-for-institutional-policy-and-practice-in-higher-
education.pdf
[2] House of Lords (2012). House of Lords Select Committee Report Science,
Technology, Engineering and Maths (STEM) subjects (2012)
http://www.publications.parliament.uk/pa/ld201213/ldselect/ldsctech/37/37.pdf.
[3] CBI/Pearson (2013). Changing the pace – Education and Skills Survey.
http://www.cbi.org.uk/media/2119176/education_and_skills_survey_2013.pdf.

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An augmented reality approach to curriculum design

  • 1. ALT-C 2016 1 Creating and connecting: An Augmented Reality approach to delivering an authentic curriculum Dr. Mike Hobbs, Department of Computing and Technology Anglia Ruskin University mike.hobbs@anglia.ac.uk Dr. Debbie Holley, Centre for Excellence in Learning, Bournemouth University dholley@bournemouth.ac.uk
  • 2. ALT-C 2016 2 The Personal Development Portfolio ‘PDP’  Overview of PDP • Provides skills and personal educational development. • Promotes higher level learning and career planning • Supports Pro-active, independent, autonomous, learners • Provide a base level for skills in : communication, group work, research, referencing, presentations,  Policy context • Quality Assurance Agency for HE in the UK require institutions to provide personal development planning[1]. • UK needs more technically qualified students in ‘STEM’ subjects[2]. • Technically qualified students often lack key employability skills[3].
  • 3. ALT-C 2016 3 Motivation for this research  ‘STEM’ Students • Computer Science and Computer Gaming Technology Technically able but lacking broader soft skills • End of year course reviews identified issues of poor engagement with PDP classes and curriculum But informal discussion showed awareness of the importance of soft skills for employability.  Approach • Provide a collaborative learning framework (drawing on Vygotsky’s theories of proximal development) • Create the context for the independent, autonomous development of skills (drawing on Piaget/Kegan/Laske to provide a suitable constructive development framework )
  • 4. ALT-C 2016 4 Improving PDP and Soft Skills  Constraints • Limited time and work requirement. • Content, needs to be interesting but not core to course. • Techniques easily assimilated for both students and staff (multiple class delivery)  Desired Features • (Some) freedom in assessment topic • Introduction to the project process (and group work) • Simple assessment task to allow students to focus on skills developed rather than end result. Critical Success Factor = Student Engagement
  • 5. ALT-C 2016 5 Creating Augmented Reality  Why AR? • Interesting area in education technology • Relevance to software development - “authentic task” • Available ’end user’ development tools • Simple development process • Suitable for BOYD and teaching in conventional classrooms  User Created Content • Students free to design their own artifacts. • Constrained by deliberately vague ‘client’ brief. • Requires creativity – enabled and restricted by technology.
  • 7. ALT-C 2016 7 Previous work - First iteration 2014/5  The Book / library AR task • Students responded well but found task ‘too easy’ Technically unchallenging Lacking potential for creativity / design Needed more structure – less ad hoc.  Aims for 2015/6 • Increase technical challenge • Increase engagement with task • Deepen learning experience • Increase size and make up of participating cohort • ‘Roll out’ AR class materials to wider audience
  • 8. ALT-C 2016 8 The Treasure Hunt  Why? • Used as the core theme to focus activity. • Easily understood – but open to interpretation. • Translates well to the AR medium (e.g. Pokeman Go) • Learning through ‘play’ Progress from ‘did it work?’ to ‘did it achieve our aims?’ Easy feedback mechanism ‘was it fun?’ • Have to consider the player/user : Artifact not an end in itself - mechanism for communication Focus drawn away from ‘what do I want’ to ‘how can I address the needs of others’
  • 9. ALT-C 2016 9 Typical class activities  Supportive ‘flipped’ approach rather than content delivery: • Introduce topics, review available materials Each topic is supported with a section of documents and links on the VLE. • Discuss progress on project and reflections on the tasks. • Provide monitoring and support. • Student group presentations. • Review portfolio work and sign off ‘PDP’ check list. • Q&A on progress in other modules and student life.
  • 10. ALT-C 2016 10 Student Activity  What Students had to do: • Form groups, organize and meetings, • Post progress to group blog • Research and post comment on one relevant paper each. • Plan, design and create AR artifacts around the concept of the Treasure Hunt. • Give a group presentation on what they did. • Provide a short summary report Link to Youtube video of Horizon
  • 11. ALT-C 2016 11 (Some 0f) What Happened:  At the Student level • Meaningful socialization for new students -helping to provide support network. • Developed ‘natural’ communication channels • Deeper responsibility / decision / control than most assessment tasks.  At the course level • More students enjoying PDP • Support materials allow non-project staff able to deliver content. • More students involved including Computer Scientists as well as Computer Gamers. • More students passing compulsory PDP element
  • 12. ALT-C 2016 12 Nerds with Attitude Word Game • Pre-drawn triggers were hidden around a house • Each trigger gave an Aura showing a single letter • Participants put letters together to make a word • Managed project work online using Trello “The first thing we decided to do was to find a way to communicate between the group in case any of us were unable to meet up…”
  • 13. ALT-C 2016 13 Horizon Treasure Hunt • Auras provide clues • Users collected a code word from each location. • Locations around campus and local area were used. “The importance of teamwork cannot be stressed enough, teamwork is the most fundamental aspect ..if we had not worked as a team we could have failed…” If you want to find more you find directions on the floor, but for that little matter, It’s a symbol for a letter!
  • 14. ALT-C 2016 14 The Fighting Peacocks Campus Tour • Campus navigation aid • Using audio media and QR codes as triggers. • Created a test grid for results • Mutual testing of applications were useful. ‘(We )tested another groups game, the results were very positive’
  • 15. ALT-C 2016 15 Results – assessment completion Submission of Assessments (at first attempt) Year Cohort Size Main Assessment PDP Submission ratio % % 2013/14 (base line) 55 80 66 0.8 2014/5 78 77 79 >1.0 2015/6 130 84 85 >1.0 Ratio between the submissions for the main assessment and PDP – “of those who completed the main assessment for the module, how many also completed PDP”. > 1.0 means that, MORE students completed their PDP than their main assessment.
  • 16. ALT-C 2016 16 Results – Student experience Criteria 2014/5 2015/6 Was Aurasma Easy to use? 79% 71% Did the AR project help my PDP? 69% 79% • Questionnaire: • Students found technology harder • BUT more seemed to think it helped their PDP • The implication is that the more expressive task provided more technical challenges but was more effective. • Free text comments point to more problems with a more diverse set of BYOD devices Got PDP done in an easy way, work completed without realizing it.” “Group work was a really good part”
  • 17. ALT-C 2016 17 Conclusions for Treasure Hunt AR  Qualitative Impressions • More design process used during construction • Increased narrative in design • Better identification of purpose for artifact • Wider use of student sourced communication tools • More ‘between group’ cooperation. • Better alignment of task to underpinning principles of the course. • Better understanding of the purpose of the PDP task Only 24% thought the task could be more challenging this year compared with 64% last year. “Got PDP done in an easy way, work completed without realizing it.” “Group work was a really good part”
  • 18. ALT-C 2016 18 Future Work  PDP 2016/7 • PebblePad for lasting, online student portfolios Used for tutor / student communication and record of progress. • Full lesson plans for each PDP session Allowing anyone to implement the programme • Template to guide project progress with deadlines / deliverables. • Extend PDP content to cover digital and academic literacy Currently implied but made specific assessment targets. • Flavors provide clearer link to student course e.g. Computer gamers to focus on game development aspects Computer Scientists to focus on design • Highlight theoretical underpinnings Make explicit the implicit connections and rationale
  • 19. ALT-C 2016 19 Our project blog: http://augmentedaru.org
  • 20. ALT-C 2016 20 References [1] QAA (2009). Personal development planning: guidance for institutional policy and practice in higher education, The Quality Assurance Agency for Higher Education. http://www.qaa.ac.uk/en/Publications/Documents/Personal- development-planning-guidance-for-institutional-policy-and-practice-in-higher- education.pdf [2] House of Lords (2012). House of Lords Select Committee Report Science, Technology, Engineering and Maths (STEM) subjects (2012) http://www.publications.parliament.uk/pa/ld201213/ldselect/ldsctech/37/37.pdf. [3] CBI/Pearson (2013). Changing the pace – Education and Skills Survey. http://www.cbi.org.uk/media/2119176/education_and_skills_survey_2013.pdf.