Friday, February 22, 2019

Augmented Reality

What is Augmented Reality?
If we look at the two words involved, augment and reality - Augment means to make greater and Reality means the world as it actually exists. So by definition alone, Augmented Reality means to enhance the world.

Augmented Reality, or AR, uses technology to superimpose information on the world we see according to livescience.com. We have seen this in popular movies like the interaction between Ironman and his J.A.R.V.I.S.-enabled helmet as well as in smartphone games such as Pokemon Go. Generally, A camera, lens or projector is used to add information such as graphics or text to something that is tangible.

In this example, we see a pokeball and horsea added to reality via AR.

Augment.com list 5 reasons why AR can help in learning. These are...
1. AR is eye-catching so it will assist in capturing the learner's attention
2. It is interactive so students gain better understanding.
3. It is portable and less expensive as long as the program has been downloaded or there is a data connection and virtual resources are less expensive or make impossible items, possible
4. Knowledge retention is higher because multiple senses are engaged in learning.
5. AR fosters intellectual curiosity by the extra stimulation involved with AR.


Touchstone Research shares a few companies that are incorporating AR in education in the following ways...

1. Nearpod combines AR and VR technology with lesson plans to deliver a more immersive learning experience to students. 




2. Gamar uses AR to gamify museum visits by pairing interactive experiences with certain locations in some museums.



3. Curiscope - As seen in the photo below, Curioscope helps students learn anatomy in a new way with their Virtual Tee t-shirt and application.


There are some criticisms of AR, as well. AR in Education lists several of these including Cognitive Overload where too much information and stimulation becomes a distraction... similar to using a cellular phone while driving. There are also privacy concerns due to the use of geolocation by applications.




Pedagogical contributions include many reports of enhanced learning. Challenges can include usability and technical/performance problems (Akçayır 2017). Many educators report a deeper learning experience by enhancing cognitive understanding through inclusion of the student's other senses.

Newer technology can sometimes be hard to use or cannot be used by those with disabilities (physical and cognitive).

Challenges of using AR in the classroom include significant cost which leads to a limited number of devices as well as a steep learning curve for some educators and learners.

Two areas of further research would be cognitive or physical overload and a process to vet/score applications for effectiveness.


ROAR Project
Replacing flooring with Pergo Timbercraft





https://touchstoneresearch.com/the-top-10-companies-working-on-education-in-virtual-reality-and-augmented-reality/


Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11. doi:10.1016/j.edurev.2016.11.002

Saturday, February 9, 2019

Virtual Reality

By now, most people are aware of what virtual reality is as it has been around for quite some time. If you are unfamiliar with virtual reality, or VR as it is commonly referred to, it basically consists of immersing oneself in a digital environment. This is accomplished by using technology to stimulate a person’s senses and this can include all five of our senses; sight, hearing, touch, taste and even smell (popsci.com)! The more senses that are stimulated by VR, the more believable the environment becomes. According to Chris Woodford (explainthatstuff.com), there are two types of virtual reality…

Fully Immersive
This type of VR is the most comprehensive and requires the use of a head mounted display, stereo sound and sensory glove(s).


Non-immersive
This requires a wide screen display, audio and a realistic joystick or alternate control.


Collaborative Virtual Reality
This version of VR can allow social interactions in typical environments and can help individuals to create relationships, develop friendships and enhance social skills. It can teach children and others that actions have consequences.

New technological initiatives by companies such as Google and Discovery coupled with the commonality of technology is bringing VR to the forefront of education. One of these uses include letting students see and explore faraway places in an authentic manner that would not be possible without actually traveling there. And some of these destinations, such as space, the depths of the ocean, etc... would not be possible without years of training and incredible expense. Another use is letting students see the interworking of something that would not otherwise be possible like bodily functions, the inside of a machine and chemical reactions. Yet another use of VR is training students to use dangerous or powerful equipment in a completely safe, yet thorough, way.

But there are some barriers/concerns to the adoption of VR in education. One such concern is accessibility and how an educator can accommodate learners with disabilities (academia.edu). A second concern is the cost of devices. While there are some inexpensive housings for smartphones, such as Google Cardboard, not everyone has the requisite smartphone to use them. Cybersickness (like motion sickness) and other unknown health effects is also a concern.

There is research that supports the theory that one's education is deepened by incorporating related physical activity. For example, it is one thing to see how to change a tire, but to actually do it it brings about a deeper understanding. A middle ground can be changing a tire virtually as opposed to walking out to the parking lot and risking injury or damage to tools or vehicles.

According to Lindgren, et al, literature "supports engaging the body in learning activities... how people think and reason about the world is deeply connected to sensorimotor system and the body's interaction with he physical environment" (page 5). Cognition is defined as the mental action or process of acquiring knowledge and understanding through thought, experience, and the senses. A truer grasp of concepts can be ascertained by a better experience that utilizes more of our senses.

References
Lindgren, R., Tscholl, M., Wang, S., & Johnson, E. (2016). Enhancing learning and engagement through embodied interaction within a mixed reality simulation. Computers & Education, 95, 174-187. doi:10.1016/j.compedu.2016.01.001