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How Augmenting Reality via Mobile Devices Aids Real World Learning: Sharing Experiences and Design Strategies Consortium for School Networking Conference March 20, 2014

How Augmented Reality via Mobile Devices Aids Real World Learning - CoSN 2014.03.20

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Presentation and Augmented Reality Experience given by Chris Dede (Harvard Graduate School of Education), Matt Dunleavy (Radford University & FreshAiR), and Heidi Larson (EDC) at the Consortium for School Networking Conference in March, 2014

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Page 1: How Augmented Reality via Mobile Devices Aids Real World Learning - CoSN 2014.03.20

How Augmenting Reality via Mobile Devices Aids Real World Learning:

Sharing Experiences and Design Strategies

Consortium for School Networking Conference March 20, 2014

Page 2: How Augmented Reality via Mobile Devices Aids Real World Learning - CoSN 2014.03.20

Presenters

• Chris Dede: Wirth Professor in Learning Technologies, Harvard Graduate School of Education. Twitter: chrs_dede

• Heidi Larson: Project Director, Education Development Center. Twitter: heidil_edc

• Matt Dunleavy: Director, Academic Affairs, Radford University. Twitter: mattdunleavy

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Student Researchers

Andrea Flores

Andy Hyde

Matt Riecken

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Agenda

• What is Augmented Reality?

• AR Experience

• Debrief

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1976 2014

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What is Augmented Reality?

“Augmented reality (AR) allows for a digitally enhanced view of the real world….

With the camera and sensors in a smartphone or tablet, AR adds layers of digital information –

videos, photos, sounds – directly on top of items in the world around us.”

http://layar.com

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There are many types of Augmented Reality,

including:

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Using mobile, context-aware (e.g., smartphones, tablets) to interact with digital information embedded within the physical environment.

Photo Credit: SITP

AR via Mobile Handhelds

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The phone becomes a magic looking glass,

identifying objects in the world around you.

David Pogue, Scientific American

December, 2011

Photo Credit: Mike Shaw | The Burgs.

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LOCATION GPS-Based

VISION (MARKER) Camera-Based

Two forms of Handheld AR...

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11

Location – GPS-Based

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Location – GPS-Based

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Triggers

Photo Credit: SITP

Vision (Marker) Camera-Based

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AR via Wearable Displays - From a Unique Experience

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- To Trendy

Google Glass: http://www.google.com/glass/start

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Wearable Displays for Education

http://www.google.com/glass/start/how-it-feels/#video=accelerator-video

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AR via Projection Mapping

Creative Bloq: “Video projection mapping has the capacity to transform any object into a screen.” http://www.creativebloq.com/video/projection-mapping-912849

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Let’s Try it Out

AR experience designed by Harvard Graduate School of Education students

and by Matt Dunleavy

To download FreshAiR go to: playfreshair.com/getapp

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Let’s Try it Out

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Let’s Try it Out

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Let’s Try it Out

Map View

Reality View

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FreshAiR Editor FreshAiR App

What is FreshAiRTM?

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Embed Content

FreshAiRTM Content

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Debrief

• What are the benefits of AR for students? • What are the challenges of AR in education? • How can CTOs / CIOs support this learning?

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Based on your experience, what do you think?

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Our Thoughts

• Ability to present to a group of learners multiple incomplete, yet complementary perspectives on a problem situated within a physical space (Dunleavy, Dede, & Mitchell, 2009; Klopfer & Squire, 2008; Squire, 2010).

- Direct results of 1-to-1 device-to-student ration. - Enables collaborative pedagogy such as jigsaw and differentiated role play. •Ability to leverage physical space as an additional layer of content for students to observe,

manipulate and analyze (Perry et al., 2008; Squire et al., 2007). - Transforms that environment into a venue for multiple, otherwise unrealized learning opportunities (Facer et al., 2004; Klopfer, 2008; Klopfer & Squire, 2008).

Affordances

Photo Credit: Mike Shaw | The Burgs.

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• Students are often overwhelmed with the complexity of the activities (Dunleavy et al., 2009), the scientific inquiry process and navigation (Klopfer & Squire, 2008), or making decisions as a team (Perry et al., 2008).

•Challenge of integrating and managing the overall AR experience from the designers’ and

teachers’ perspectives (Dunleavy et al., 2009). •Limitations with the current state of the art in location-aware and mobile technologies

(i.e., GPS error) (Dunleavy et al., 2009; Facer et al., 2004; Perry et al., 2008).

Limitations

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Authoring Tools or Development Platforms

ARIS (http://arisgames.org/)

TaleBlazer (http://education.mit.edu/projects/taleblazer)

7scenes (http://7scenes.com/)

FreshAiR (http://playfreshair.com/)

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Dunleavy, M., & Dede, C. (2014). Augmented reality teaching and learning. Handbook of Research on Educational Communications and Technology (4th ed., Volume 2). Dunleavy, M. (2014). Design Principles for Augmented Reality Learning. TechTrends, 58(1), 28-34.

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Thanks for coming!

Feel free to contact us: Chris Dede: [email protected]

Twitter: chrs_dede

Matt Dunleavy: [email protected] Twitter: mattdunleavy

Heidi Larson: [email protected] Twitter: heidil_edc