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BOOSTING PHYSICS
EDUCATION THROUGH MOBILE
AUGMENTED REALITY
Dana Crăciun
Teacher Training Department, West University of Timișoara
Mădălin Bunoiu
Faculty of Physics, West University of Timișoara
The 16th International Constanța, Romania
1
Traditional vs. Modern technology-
based science class
Traditional Modern technology-based
Outline
1. Introduction
2. Real-virtual continuum. Padlet app
3. Augmented reality (AR) and Mobile AR.
Definitions and related terminology.
4. MAR apps to teach science
5. Applying MAR in Romanian physics education.
Examples
6. Pre-service teachers’ attitude towards ICT and
MAR integration in class
7. Conclusions
1.Introduction
1. Science education in general
targets the development of skills needed for any graduate
student in the 21st century (a scientific and technological
literacy)
2.Important Developments; Key Trends; Challenges
in Educational Technology for Education
• Augmented and Virtual Reality (Horizon Reports ,
2016 HE); Blended Learning Designs; Mobile
Learning (Horizon Reports , 2017 HE)
• Authentic Learning Experiences; Students as creators
(Horizon Reports , 2016 School-Ed)
Introduction
3. Rethinking the Roles of Teachers (solvable challenge);
Redesigning Learning Spaces (long term trend)
“new kinds of learning require different approaches to classroom
design”; “ more flexible learning environments”; “ enabling
learning anywhere”; “ mobile technologies ”; “ designing photo
books or creating other artifacts to demonstrate their learning”.
(Horizon Reports , 2016 School-Ed)
Fact
The pre-service teacher training program does NOT
prepare future educators well in technology and
life skills
2.Real- Virtual continuum
Distinguishing Virtual from Real:
Reality
Fiction
something that actually
exists or happens: a real
event, occurrence,
situation, etc.
something that is not
true/ is not real
?
Technology
Recent advances in technology
have made this dream
a reality.
Virtual Reality (VR)
environment/ virtual world is
one in which the
participant/observer is totally
immersed in, and able to
interact with, a completely
synthetic world.
Augmented reality (AR) joins together physical and
virtual spaces by creating the illusion that computer-
generated objects are actually real objects in a user’s
environment.
Real- Virtual continuum
Milgram, P., & Kishino, F. (1994)
VR and AR technology in learning and
education
Real panel AR enhanced panel Virtual panel- Padlet
AR apps
Virtual panel: Padlet
How to use Padlet
https://www.youtube.com/watch?v=aH-YkzlqjwY
Some suggestions to use Padlet in class:
• Use it as a backchannel tool where students can post comments and
feedback on what they are learning
• Use is as a brainstorming tool.
• Students can use it as portfolio where they display their best work.
• You can use the classroom Padlet wall to post assignments and homework
reminders.
• Engage parents in the learning that is taking place in class by inviting them
to visit the classroom Padlet wall
• Post on the classroom wall links and other multimedia resources relevant for
students learning
• Use it as a book review page where students post reviews of the books they
read
• Create walls for major cultural events and invite students to search for
information relevant to each of these events and share them with the class.
Some suggestions to use Padlet in class:
• Classroom Padlet wall can be used as an open space where students
engage in group discussions and interactive exchange of ideas.
• Students can use Padlet for sharing their reflections on what they have
learned and what they need help with.
3. Augmented reality (AR) and Mobile
AR. Definitions and related terminology.
AR defining characteristics (Azuma, 1997).
• combines real and virtual images (both can be seen at
the same time)
• interactive in real-time (we can interact with the virtual
content)
• registered in 3D (virtual objects appear fixed in time)
Technological speaking
• Augmented reality (AR) is a cutting-edge
visualization technology that allows the users of smart
devices to obtain a
digitally enhanced view of the real world.
Adds layers of digital information like
images, sounds, videos or 3D content
over real objects and locations
MAR (mobile AR):
• extend AR with: run and/or display on a
mobile device (Huang, 2013)
Factors for MAR adoption:
• Mobile devices are omnipresent;
• Users want experiences that add value;
• A boom in location-based services;
• Consolidation of Apps Stores.
A typical MAR system:
• Mobile computational platforms
• Software (Sofware Development Kit’s: ARToolKit,
Wikitude, Layar, Augment).
• detection and tracking support
• wireless communication
• Display (Optical See-through, Surface
or Video Projection Display)
• data management.
Detection and tracking
1. Sensor-based Tracking based on various sensors
like optical, acoustic, magnetic, mechanical or inertial.
locations in the real world are augmented with GPS
location-based narration and/or relevant scientific
information
Detection and tracking
2. Vision-Based Tracking Techniques:
Marker based
Marker Less
based on recognition of real environment,
in real time, on any type of support
Barcode QR code
Image marker
Detection and tracking
3. Hybrid Tracking techniques (combines different
methods together).
Categories:
• Geo-based applications inquiry based scientific
activities
• Computer vision based applications the
development of the students' spatial ability, practical
skills and conceptual understanding (Cuendet,2013)
3. MAR apps to teach science
In science education MAR can demonstrate:
Spatial concepts (solar system)
Temporal concepts (the stages of a phenomenon,
eclipse)
Contextual relationships between both real and
virtual objects (Chiang, 2014)
MAR apps to teach science
• Wikitude
(wikitude.com):
AR app that provides
information based on
location (virtual tours)
• Elements 4D
(elements4d.daqri.com):
chemistry app about chemical
elements and the interaction
between them
MAR apps to teach science
• QuiverVision
(http://quivervision.com):
App in which students can
draw and interact with their
pictures in AR
• Star WalK: ARR
application for astronomy
(viewing celestial objects)
MAR apps to teach science
• Augment
(http://www.augment.com )
allows you to visualize 3D
models in the real environment
online and offline.
•Layar
(http://www.layar.com)
Images, URLs, buttons,
social networking, ads for
Layar
MAR apps to teach science
ZooBurst-3D pop-up books
(www.zooburst.com)
Google Translate
(Android, iOS) (Free)
MAR apps to teach science
Aurasma (https://www.aurasma.com/)
Aurasma App
• advanced image recognition techniques
• to augment the real-world with interactive
digital content
Aurasma Studio
(https://studio.aurasma.com/login)
• an online platform
• lets teachers create and publish their own
augmented reality information
Programming knowledge is not required
Aurasma is available to anyone with an
email address.
Steps
1. Create an Aurasma account
2. Log in to your account
3. Start creating Auras in studio
4. Deliver your Auras to users
5. Download the Aurasma app from the
App Store or Google Play to see the AR
you created! It is free!
The Aurasma studio is an online drag-and-drop web studio
for creating and managing Augmented Reality (AR)
experiences, which we call ‘Auras’.
4. Applying MAR in Romanian physics
education. Examples with Aurasma app.
• Creating learning activities
to teach science
• Creating an experimental
activity sheet
• Creating How-To videos for
experimental devices
• Creating formative
evaluation activities
• Developing an
interdisciplinary project
Creating learning activities using
Aurasma app to teach science
Electromagnetic induction law in Aurasma app. (Learning Unit: Electric current;
Curriculum Physics, 8th grade). Overlays and triggers
Electromagnetic induction law- trigger
Elaboration of an experimental
activity sheet
Measuring the bodies density in Aurasma app. MAR activity sheet
(Learning Unit: Density of the bodies; Curriculum Physics, 6th grade).
Measuring the bodies density -trigger
Creating formative evaluation activities
using Aurasma app
Laplace law (Trigger and overlays)
with Aurasma app.
Trigger
Overlays
Overlays
Laplace law -Trigger
Developing an interdisciplinary project
Pre-service Teacher Training Program
“Physics through comics”
Extracurricular project using
Aurasma app. (bridging the
virtual with the real world)
Using Aurasma in the Science Class
• Interactive Walls
• Labeling of Diagrams
• How-To videos
• Tutorials
• Create Immersive Worksheets
• Homework
• Lab Safety
• Mini-Lessons
(Cuendet, 2013)
4. Pre-service teacher attitude
towards ICT and AR integration in class
• 14 (3rd year) students practical activities
• targeting the way AR can be integrated into the
Romanian science education
Consider
• Web 2.0 app, mobile technology and AR can lead to a
better understanding of studied concepts, phenomena
and laws
• supporting collaboration
• developing creativity and imagination, but also science
specific skills.
Descriptive statistic for - Students'
attitude towards the undertaken MAR
activities.
Challenges
• Technical
• lack of facilities, materials
and specific software
• handheld mobile tools
accessible to education can
only measure to several
meters accuracy (geo-based
AR actions);
• AR typically requires some
form of internet access;
• Pedagogical
• learning may not be driven by
the pedagogy but more by the
AR tools' strengths and
weaknesses.
• limited research about AR
impact on learning
Opportunities
• increases students motivation
• increased accessibility to
educational content
• allows opportunities for
collaboration
• stimulate students in learning
abstract concepts based on
the real world
• appeals to constructivist
notions in education
(students take control of their
own learning)
• engage the learner in ways
that have never been possible
• can provide each student with
his/her own discovery path
5. Conclusions
• Romanian science educators should aim to adopt new
technologies into their classroom to enhance student
learning experiences
• AR has the capacity to merge real and virtual worlds
together to improve the quality of teaching and
learning activities
• Mobile AR is a technology that have a great pedagogical
potential in Romanian science education (future studies
are needed)
Conclusions
• Pre-service science teachers are confident that MAR
is a technology that can benefit Romanian science
education by:
▫ developing specific/professional and life skills
▫ facilitating new learning experiences in a
collaborative-participative framework.
Dana Crăciun
craciundana@gmail.com
References (selected)
1) Horizon Report Europe- 2016, 2017 Higher Education Edition
2) Horizon Report Europe- 2016 School-Edition
3) Azuma R. T., 1997. A survey of augmented reality. In Presence:
Teleoperators and Virtual Environments. Vol. 6 (4):355
4) Milgram, P., Takemura, H., Utsumi, A., Kishino, F., 1994. Augmented
reality: A class of displays on the reality-virtuality continuum. In
Proceedings the SPIE: Telemanipulator and Telepresence Technologies
Vol. 2351. Page 282
5) Chiang, T.-H.-C., Yang, S.-J.-H., & Hwang, G.-J., 2014. An Augmented
Reality-based Mobile Learning System to Improve Students’ Learning
Achievements and Motivations in Natural Science Inquiry Activities. In
Educational Technology & Society. Vol. 17 (4):352
6) Wu, H.K., Lee, S.W.Y., Chang, H.Y., Liang, J.C. , 2013. Current status,
opportunities and challenges of augmented reality in education. In
Computers & Education. Vol. 62: 41
7) Cuendet, S., Bonnard,Q., Do-Lenh, S., Dillenbourg, P., 2013. Designing
augmented reality for the classroom. In Computers & Education. Vol. 68:
557

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OralPresentation TIM2017

  • 1. BOOSTING PHYSICS EDUCATION THROUGH MOBILE AUGMENTED REALITY Dana Crăciun Teacher Training Department, West University of Timișoara Mădălin Bunoiu Faculty of Physics, West University of Timișoara The 16th International Constanța, Romania 1
  • 2. Traditional vs. Modern technology- based science class Traditional Modern technology-based
  • 3. Outline 1. Introduction 2. Real-virtual continuum. Padlet app 3. Augmented reality (AR) and Mobile AR. Definitions and related terminology. 4. MAR apps to teach science 5. Applying MAR in Romanian physics education. Examples 6. Pre-service teachers’ attitude towards ICT and MAR integration in class 7. Conclusions
  • 4. 1.Introduction 1. Science education in general targets the development of skills needed for any graduate student in the 21st century (a scientific and technological literacy) 2.Important Developments; Key Trends; Challenges in Educational Technology for Education • Augmented and Virtual Reality (Horizon Reports , 2016 HE); Blended Learning Designs; Mobile Learning (Horizon Reports , 2017 HE) • Authentic Learning Experiences; Students as creators (Horizon Reports , 2016 School-Ed)
  • 5. Introduction 3. Rethinking the Roles of Teachers (solvable challenge); Redesigning Learning Spaces (long term trend) “new kinds of learning require different approaches to classroom design”; “ more flexible learning environments”; “ enabling learning anywhere”; “ mobile technologies ”; “ designing photo books or creating other artifacts to demonstrate their learning”. (Horizon Reports , 2016 School-Ed) Fact The pre-service teacher training program does NOT prepare future educators well in technology and life skills
  • 6. 2.Real- Virtual continuum Distinguishing Virtual from Real: Reality Fiction something that actually exists or happens: a real event, occurrence, situation, etc. something that is not true/ is not real ?
  • 7. Technology Recent advances in technology have made this dream a reality. Virtual Reality (VR) environment/ virtual world is one in which the participant/observer is totally immersed in, and able to interact with, a completely synthetic world. Augmented reality (AR) joins together physical and virtual spaces by creating the illusion that computer- generated objects are actually real objects in a user’s environment.
  • 8. Real- Virtual continuum Milgram, P., & Kishino, F. (1994)
  • 9. VR and AR technology in learning and education Real panel AR enhanced panel Virtual panel- Padlet AR apps
  • 10. Virtual panel: Padlet How to use Padlet https://www.youtube.com/watch?v=aH-YkzlqjwY
  • 11. Some suggestions to use Padlet in class: • Use it as a backchannel tool where students can post comments and feedback on what they are learning • Use is as a brainstorming tool. • Students can use it as portfolio where they display their best work. • You can use the classroom Padlet wall to post assignments and homework reminders. • Engage parents in the learning that is taking place in class by inviting them to visit the classroom Padlet wall • Post on the classroom wall links and other multimedia resources relevant for students learning • Use it as a book review page where students post reviews of the books they read • Create walls for major cultural events and invite students to search for information relevant to each of these events and share them with the class.
  • 12. Some suggestions to use Padlet in class: • Classroom Padlet wall can be used as an open space where students engage in group discussions and interactive exchange of ideas. • Students can use Padlet for sharing their reflections on what they have learned and what they need help with.
  • 13. 3. Augmented reality (AR) and Mobile AR. Definitions and related terminology. AR defining characteristics (Azuma, 1997). • combines real and virtual images (both can be seen at the same time) • interactive in real-time (we can interact with the virtual content) • registered in 3D (virtual objects appear fixed in time)
  • 14. Technological speaking • Augmented reality (AR) is a cutting-edge visualization technology that allows the users of smart devices to obtain a digitally enhanced view of the real world. Adds layers of digital information like images, sounds, videos or 3D content over real objects and locations
  • 15. MAR (mobile AR): • extend AR with: run and/or display on a mobile device (Huang, 2013) Factors for MAR adoption: • Mobile devices are omnipresent; • Users want experiences that add value; • A boom in location-based services; • Consolidation of Apps Stores.
  • 16. A typical MAR system: • Mobile computational platforms • Software (Sofware Development Kit’s: ARToolKit, Wikitude, Layar, Augment). • detection and tracking support • wireless communication • Display (Optical See-through, Surface or Video Projection Display) • data management.
  • 17. Detection and tracking 1. Sensor-based Tracking based on various sensors like optical, acoustic, magnetic, mechanical or inertial. locations in the real world are augmented with GPS location-based narration and/or relevant scientific information
  • 18. Detection and tracking 2. Vision-Based Tracking Techniques: Marker based Marker Less based on recognition of real environment, in real time, on any type of support Barcode QR code Image marker
  • 19. Detection and tracking 3. Hybrid Tracking techniques (combines different methods together). Categories: • Geo-based applications inquiry based scientific activities • Computer vision based applications the development of the students' spatial ability, practical skills and conceptual understanding (Cuendet,2013)
  • 20. 3. MAR apps to teach science In science education MAR can demonstrate: Spatial concepts (solar system) Temporal concepts (the stages of a phenomenon, eclipse) Contextual relationships between both real and virtual objects (Chiang, 2014)
  • 21. MAR apps to teach science • Wikitude (wikitude.com): AR app that provides information based on location (virtual tours) • Elements 4D (elements4d.daqri.com): chemistry app about chemical elements and the interaction between them
  • 22. MAR apps to teach science • QuiverVision (http://quivervision.com): App in which students can draw and interact with their pictures in AR • Star WalK: ARR application for astronomy (viewing celestial objects)
  • 23. MAR apps to teach science • Augment (http://www.augment.com ) allows you to visualize 3D models in the real environment online and offline. •Layar (http://www.layar.com) Images, URLs, buttons, social networking, ads for Layar
  • 24. MAR apps to teach science ZooBurst-3D pop-up books (www.zooburst.com) Google Translate (Android, iOS) (Free)
  • 25. MAR apps to teach science Aurasma (https://www.aurasma.com/) Aurasma App • advanced image recognition techniques • to augment the real-world with interactive digital content Aurasma Studio (https://studio.aurasma.com/login) • an online platform • lets teachers create and publish their own augmented reality information Programming knowledge is not required
  • 26. Aurasma is available to anyone with an email address.
  • 27. Steps 1. Create an Aurasma account 2. Log in to your account 3. Start creating Auras in studio 4. Deliver your Auras to users 5. Download the Aurasma app from the App Store or Google Play to see the AR you created! It is free! The Aurasma studio is an online drag-and-drop web studio for creating and managing Augmented Reality (AR) experiences, which we call ‘Auras’.
  • 28. 4. Applying MAR in Romanian physics education. Examples with Aurasma app. • Creating learning activities to teach science • Creating an experimental activity sheet • Creating How-To videos for experimental devices • Creating formative evaluation activities • Developing an interdisciplinary project
  • 29. Creating learning activities using Aurasma app to teach science Electromagnetic induction law in Aurasma app. (Learning Unit: Electric current; Curriculum Physics, 8th grade). Overlays and triggers
  • 31. Elaboration of an experimental activity sheet Measuring the bodies density in Aurasma app. MAR activity sheet (Learning Unit: Density of the bodies; Curriculum Physics, 6th grade).
  • 32. Measuring the bodies density -trigger
  • 33. Creating formative evaluation activities using Aurasma app Laplace law (Trigger and overlays) with Aurasma app. Trigger Overlays Overlays
  • 35. Developing an interdisciplinary project Pre-service Teacher Training Program “Physics through comics” Extracurricular project using Aurasma app. (bridging the virtual with the real world)
  • 36. Using Aurasma in the Science Class • Interactive Walls • Labeling of Diagrams • How-To videos • Tutorials • Create Immersive Worksheets • Homework • Lab Safety • Mini-Lessons (Cuendet, 2013)
  • 37. 4. Pre-service teacher attitude towards ICT and AR integration in class • 14 (3rd year) students practical activities • targeting the way AR can be integrated into the Romanian science education Consider • Web 2.0 app, mobile technology and AR can lead to a better understanding of studied concepts, phenomena and laws • supporting collaboration • developing creativity and imagination, but also science specific skills.
  • 38. Descriptive statistic for - Students' attitude towards the undertaken MAR activities.
  • 39. Challenges • Technical • lack of facilities, materials and specific software • handheld mobile tools accessible to education can only measure to several meters accuracy (geo-based AR actions); • AR typically requires some form of internet access; • Pedagogical • learning may not be driven by the pedagogy but more by the AR tools' strengths and weaknesses. • limited research about AR impact on learning Opportunities • increases students motivation • increased accessibility to educational content • allows opportunities for collaboration • stimulate students in learning abstract concepts based on the real world • appeals to constructivist notions in education (students take control of their own learning) • engage the learner in ways that have never been possible • can provide each student with his/her own discovery path
  • 40. 5. Conclusions • Romanian science educators should aim to adopt new technologies into their classroom to enhance student learning experiences • AR has the capacity to merge real and virtual worlds together to improve the quality of teaching and learning activities • Mobile AR is a technology that have a great pedagogical potential in Romanian science education (future studies are needed)
  • 41. Conclusions • Pre-service science teachers are confident that MAR is a technology that can benefit Romanian science education by: ▫ developing specific/professional and life skills ▫ facilitating new learning experiences in a collaborative-participative framework.
  • 43. References (selected) 1) Horizon Report Europe- 2016, 2017 Higher Education Edition 2) Horizon Report Europe- 2016 School-Edition 3) Azuma R. T., 1997. A survey of augmented reality. In Presence: Teleoperators and Virtual Environments. Vol. 6 (4):355 4) Milgram, P., Takemura, H., Utsumi, A., Kishino, F., 1994. Augmented reality: A class of displays on the reality-virtuality continuum. In Proceedings the SPIE: Telemanipulator and Telepresence Technologies Vol. 2351. Page 282 5) Chiang, T.-H.-C., Yang, S.-J.-H., & Hwang, G.-J., 2014. An Augmented Reality-based Mobile Learning System to Improve Students’ Learning Achievements and Motivations in Natural Science Inquiry Activities. In Educational Technology & Society. Vol. 17 (4):352 6) Wu, H.K., Lee, S.W.Y., Chang, H.Y., Liang, J.C. , 2013. Current status, opportunities and challenges of augmented reality in education. In Computers & Education. Vol. 62: 41 7) Cuendet, S., Bonnard,Q., Do-Lenh, S., Dillenbourg, P., 2013. Designing augmented reality for the classroom. In Computers & Education. Vol. 68: 557