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Augmented Reality in Education:
Present Accomplishments, Future Visions
Presented by:
Chris Dede, Harvard University
Julie Evans, Project Tomorrow
Augmented Reality in Education:
Present Accomplishments, Future Visions
Augmented Reality in Education:
Present Accomplishments, Future Visions
Today’s Discussion:
o About Augmented Reality in Education
o Case Study: EcoMobile
o Case Study: School in the Park
o Case Study: STEAMing Ahead with Mobile Learning
o A Glimpse into the Future
o Your Turn: your questions, comments, ideas
Paper includes:
• Lessons learned from 7 
K‐12 mobile learning 
projects from around the 
globe 
New paper examines:  
• 8 Essentials for Mobile 
Learning within higher ed
context
• Includes examples from 5 
higher ed projects
@Chrs_Dede
@JulieEvans_PT
Join the discussion
About Augmented Reality in EducationAbout Augmented Reality in Education
Situated Learning and Transfer
Guided authentic experiences in and out school
 Engagement and Identity
Students are motivated to do well, see the relevance of
their learning, and increase in self-efficacy
 Evocation and Transfer
Immersive interfaces can evoke a wide spectrum of
authentic performances with embedded support
 Evidence for Improvement and Assessment
Log files, chat logs, shared notebooks, and similar
artifacts provide a rich evidentiary trail
“Deeper Learning”
 Case-based learning
 Apprenticeships
 Self-directed, life-wide learning
 Learning for transfer
 Interdisciplinary studies
 Collaborative learning
 Diagnostic assessments
Dede “Deeper Learning” (2014)
Deeper learning is an
instructional strategy
that can help students
master skills for
success in the 21st
century. Technology is
a powerful way of
implementing effective
deeper learning
Next Generation Interfaces
for “Immersive Learning”
 Virtual Reality
Full sensory immersion via head-mounted
displays or CAVEs
 Multi-User Virtual Environments
Immersion in virtual contexts with digital
artifacts and avatar-based identities
 Mixed Reality
Combining real and virtual settings in various
ways to blend physical and digital phenomena.
One flavor is “augmented reality”
Continuum of Immersive Media
Case Study: EcoMobileCase Study: EcoMobile
1976 2017
Augmenting Real World
Ecosystems
http://ecomobile.gse.harvard.edu
Location-based
Triggers
QR code-based
Triggers
What is Augmented Reality?What is Augmented Reality?
EcoMOBILE
EcoMOBILEEcoMOBILE
Virtual Binoculars
GoPro Cameras Capture EcoMOBILE
Experience
Interface for Your Digital Life
IN THE FUTURE YOUR MOBILE PHONE WILL ACT AS YOUR DIGITAL “6TH SENSE”
DISCOVER
S
Things
Relevant
to You
SENSES
Local Content
and Services
LEARNS
What
You Like
INTERACT
S
With
Networks
FILTERS
Out the
Irrelevant
KNOWS
You and What
is Around You
Case Study: School in the ParkCase Study: School in the Park
Case Study:  School in the Park
3rd, 4th and 5th
graders from San 
Diego schools 
attend “school” 
5‐8 weeks a year, 
learning at 10 
cultural 
institutions at 
Balboa Park
Case Study:  School in the Park
Students used a smartphone and 
augmented reality environments 
to augment, extend and enhance 
learning at the San Diego Zoo, San 
Diego History Center, and 
Museum of Art 
Case Study:  School in the Park
Project goals:
1. Provide meaningful way for students to develop inquiry skills as well as 
content knowledge
2. Help students develop technical skills using advanced tools that may not be 
available to them at home or in school
3. Take advantage of the unique assets of the Balboa Park institutions and to 
introduce the students to these resources in their backyard 
4. Engage students in learning that creates opportunities for extended self‐
directed learning 
Case Study:  School in the Park
Case Study:  School in the Park
Outcomes:
o Development of 40 unique AR experiences that amplified the resources and 
assets of the museums and zoo for learning purposes 
o Increased content knowledge with especially strong gains for English language 
learners and students needing non‐traditional learning experiences 
o Provided a concrete way to embed critical thinking skill development within 
curriculum 
o Helped to shift teacher mindset to understand value of student‐focused, 
student self‐directed learning experiences 
Case Study:  School in the Park
Outcomes:
“In the past, the teachers and museum educators took pictures of the students’ 
portfolios, printed out the pictures and assembled them for the students to bring 
home. This was heavily teacher‐focused. Now, students are taking pictures on 
their devices, putting them into a digital slideshow, posting them on blogger, and 
having conversations about them online in one‐third of the time the previous 
method took. This way is more student‐oriented, where students, instead of their 
instructors are the digital content producers.”
SITP Teacher
Case Study:  School in the Park
Lessons learned:  
 Look around you!   Partnerships and assets that can be leveraged with AR are 
all around you.  
 Development of effective partnerships require skill, attention, extra 
communications and nurturing.   Be patient with your partners! 
 Think about the devices that will be used – are they appropriate for the 
planned usage?  
 Evaluate impact from multiple perspectives – be open to surprises 
Case Study:
STEAMing Ahead with Mobile Learning
Case Study:
STEAMing Ahead with Mobile Learning
Case Study:  STEAMing Ahead with Mobile Learning 
Innovative 
program taking 
advantage of a 
unique 
environment:  a 
charter high school 
that is resident 
within the public 
library in San 
Diego
9th graders use a 
4GL tablet with an 
AR app to learn 
about STEAM 
elements within 
the Central Library 
Dome design, 
engineering and 
construction 
Case Study:  STEAMing Ahead with Mobile Learning 
Project goals:
1. Provide a contextually relevant learning experience for students that can 
introduce students to the role of STEAM within construction and design
2. Leverage emerging technologies to increase student engagement in learning 
and in their unique school environment 
3. Increase student interest in STEAM career fields 
4. Pilot use of AR with students to test applicability within other curricular 
fields and with the general public 
Case Study:  STEAMing Ahead with Mobile Learning 
Case Study:  STEAMing Ahead with Mobile Learning 
Case Study:  STEAMing Ahead with Mobile Learning 
Outcomes:
o Students said use of AR content increased their engagement in learning 
o Benefits included having opportunity to work collaboratively with classmates 
on a real world activity; enjoyment level surprised the students! 
o Different learning modalities within the experience appealed to different 
students:  videos, images, text, assessment
o 40% of the were more interested in a STEAM career field as a result of this 
learning experience 
o Teachers’ excited about how to use AR in other curricular areas; library staff 
exploring ways to bring same content to general public  
Case Study:  STEAMing Ahead with Mobile Learning 
Outcomes:
“This was a great experience.  This could be the new way of learning for the next 
generation of students like me.” 
“It was a different way of learning.  I liked how the Augmented Reality showed 
how the dome of the library around us is history and we are a part of it.”
“The things that I learned about how the dome was built was interesting to me 
because now I am very interested in engineering.”  
Collected from 9th grade students at e3 Civic High School 
Case Study:  STEAMing Ahead with Mobile Learning 
Lessons learned: 
 The connection between the AR content and the curriculum is important for 
teachers to use effectively, and adds relevancy to the learning process.   
 Supporting tools within the app provided a variety of learning modalities that 
are important for engagement of all students 
 Stability of the Internet connectivity is essential – using the tablet’s 4G was 
better than relying upon school access points 
 Understanding how to interact with AR content is a new workplace skill that 
students need to learn   
Case Study:  STEAMing Ahead with Mobile Learning 
Additional resourcesAdditional resources
Augmented Reality Case Studies:  additional resources  
Role of Technology in Deeper Learning:
http://www.studentsatthecenter.org/topics/role‐digital‐technologies‐deeper‐learning
EcoMOBILE Case Study:
http://ecolearn.gse.harvard.edu
School in the Park Case Study: 
https://www.qualcomm.com/company/wireless‐reach/projects/united‐states‐augmented‐reality
STEAMing Ahead with Mobile Learning Case Study:  
To be announced at FETC 2017
A Glimpse into the FutureA Glimpse into the Future
Continuum of Immersive Media
Modern Manufacturing 
Helps Us Shape our World
http://formlabs.com/
Augmented Reality Lite
Uses both 
GPS and 
Compass
Layar Inc.
Google Glass
True Augmented Reality
Kaufmann 2006
Information 
Revealed
Satisfies the 
mind’s desire for 
“Closure”
Immersive Theater
http://speakeasydollhouse.com/
Museum Exhibits
Hughes 2004
MetaVR
Manipulating Imaginary Objects
Your Turn:
your questions, comments, ideas
Your Turn:
your questions, comments, ideas
Thank you for joining us today.
Chris Dede, Harvard University
@Chrs_Dede
chris_dede@gse.harvard.edu
Julie Evans, Project Tomorrow
@JulieEvans_PT
JEvans@tomorrow.org
Thank you for joining us today.
Chris Dede, Harvard University
@Chrs_Dede
chris_dede@gse.harvard.edu
Julie Evans, Project Tomorrow
@JulieEvans_PT
JEvans@tomorrow.org

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