Saturday, January 31, 2015

RSA #1 Augmented Learning







Summarize the topic of the module
            The purpose of this module is to introduce the idea of augmented reality and augmented learning to educators as a resource to create authentic learning opportunities. Augmented reality allows both educators and students to create and investigate digital information on top of physical world environments.   “Frequently, AR is used to provide information that can help the user better understand their current environment. For example, the application Google Sky Map can specify the name and location of a specific planet, star, or constellation in the night sky” (Wasko, p. 18).  When using this application, students lay their mobile device in front of the sky for an explanation of what they are looking at.  This is quite different than virtual reality.  “Allowing students experience an augmented version of reality (in the real world) as opposed to a virtual reality (on a computer, in their classroom) is key distinguishing characteristic of this instructional approach. Instead of controlling an avatar while exploring a virtual world, students essentially become the avatars and the physical world becomes the navigation space” (Wasko, p. 18).  This can lead to using real world settings and information to solve problems and create the most authentic type of learning. 

Summarize the substance of the online resources.  
            The first online resource I read gives a brief summary of augmented reality but is mainly focused on the uses of AR.  The authors’ argument for AR is that it deepens the learning experience for students.  Not only can students read about the human body in a science class but also they can manipulate and explore the different human body systems using a mobile device through AR applications. The article continues to give links and suggestions of software educators can use to build and create these different types of experiences.  Aurasma is the application they refer to with an explanation of multiple classroom uses.  They provide links to the website as well.  In the last 20 years through the introduction of new technologies into schools throughout the United States, many ideas can be fads.  The authors explain why AR learning is not one of those fads.  Though it might be a buzz term in education circles, don't assume that AR is just another fad. After all, profound learning occurs when students create, share, interact and explain. AR not only changes the environment around children, it also allows kids to construct their own exciting learning worlds as small as the atom or as big as the cosmos” (Nelsoney & Minock, 2013). 

            The second source is a video from Qualcomm Inc., showing schools in southern California using augmented reality in and away from their classroom as a tool for authentic type of learning.  “We can’t go back to Istanbul and go to the bazaar and try to haggle and do all that kind of stuff in the same amount and reality as we can do it with augmented reality.  It puts it into perspective of going into a market visually, which benefits our ELA learners,” explains Brian Patterson. Another benefit to augmented reality is the ability to interact with historical artifacts, documents and objects which could be found in a museum but due to the safety of those objects can’t be hands on.  An augmented reality experience can let students experience historical events, in the real world setting, which may have existed thousands of years ago. 

            The third resource is an article titled, “What Teachers Need to Know About Augmented Learning Environments”.  This seems to be a beneficial reading to anyone looking to understand the basics of augmented reality.  The article begins with background information on the early beginnings of augmented reality.  The core purpose of this article is about the location augmented reality is being used.  Augmented reality can be used in the classroom but that doesn’t get the most out of resource. “The environments are grounded in constructivist and situated learning theories and typically require students, working in teams, to leave classroom and navigate a relevant real world location while working to solve an ill-defined problem. While participating in the experience, students use a MBD to access AR content in the form of virtual characters and objects. This digital content enhances the learning environment and provides students with relevant information that can be used to devise a solution to the problem” (Wasko p. 18).  The article lists ten different AR learning environments, which can be used in a school setting.  Depending on the grade level or school location, being able to send your students out on their own could be difficult.  Making something like this part of a field trip would be a way to bring students to a different environment they could learn from in real time and real world situations.
            The last resource is a video from Ted by two employees from Aurasma, Matt Mills and Tamara Roukaerts.  I mentioned Aurasma earlier in the first summary.  They are a company that creates augmented reality for mobile devices.  The purpose of their talk is to show the benefits of using augmented reality in different settings, how available and easy it is to use. Matt Mills shows examples of using augmented reality to interact with history, set up a router and even stay up to date with current print media.   The reaction from both the audience and the clip from the classroom of students using this augmented reality really show you the power it can have over creating meaningful lessons.  The last segment, Matt displays how easy it is to create a video tagged over an image.  I tried it through the application and it is very simple and easy to use.  I plan on trying this some how in the future in my classroom.
  
What is the relationship of the ideas from the additional readings? Compare and
contrast the ideas to those in an assigned reading. 

The relationship of the two sources I found speaks of the same purpose and usage behind augmented reality.  It is a way to use technology to enhance learning in a visual setting.  The process of laying a virtual image over a real world image and then seeing the information appear before you work similar to your brain. Your brain stores information to images the same way augmented reality does.  When you see something your brain provides you with the information regarding the image or object.  When using a mobile device to view an image or object, augmented reality applications can lay virtual information over the physical image to provide an interactive learning experience.
All of the readings and resources support each other in their beliefs and purpose of augmented reality.  The reason to use augmented reality is to provide experiences that are incapable of happening happen.  Not only is it for those types of experiences but also it can be used on a much smaller scale in the classroom during lessons and homework. There are varying degrees for which this can be brought into the education setting. This type of learning is still very new.  With the development of smartphones, augmented reality has taken off.  All the readings focus on spreading this use and showing examples of its use in classrooms to help promote this way of learning.        

Apply the concepts of the reading into an educational setting.
            With the availability of smartphones and the internet, augmented reality is more accessible than ever.  However, not all elementary to middle school students have smartphones.   Most schools may not yet own sets of mobile broadband devices that can be used for this type of instructional delivery. If their school does not own the requisite equipment, teachers may be able to source a set of phones by calling upon parents to send their internet enabled MBDs to school for a day” (Wasko, 20-21).  If a school is 1:1 with iPads than this type of learning is much more available.  In my school, I would first have to tally who has a smartphone per class.  If there were enough to have people work in groups of two or three than I could use this learning.  There are quite a few things you could do with augmented learning.  In sixth grade, during the beginning of the year, I could send the students on a virtual tour throughout the school with their phones.  They would have to reach certain parts of the school and in order to discover where they go next, they would scan images on the wall and they would get either a pop up clue or a pop up video from a teacher giving directions on where to go to next.  Showing them and having them physically walk rather than telling them would be beneficial to students in a new school.  In regards to what I teach, social studies, I assign a wide variety of readings throughout the year.  Many readings are handouts and others come through the textbook.  It would be cool for the students after a reading to be able to scan an image or word from the reading and see a short clip in regards the topic they read about.  For instance, a topic on Ancient Egypt and mummification is interesting but after reading about it, to see a clip of the mummification steps or actually mummies from this time period uncovered would be taking the reading to a higher level.  A final way to use augmented reality would be with vocabulary.  At the beginning of each chapter, we go through vocabulary on the overhead.  Instead, have the vocabulary words around the room.  The students scan the word with their device and up pops a picture of the word and students can create their own definition based on the image.  Another option is up pops a teacher to give the students the definition and the word in a sentence.  All of these options would be student driven and creating interactive learning experiences. 

Mills, M., & Roukaerts, T. (2012, June 1). Image recognition that triggers augmented reality. Retrieved January 31, 2015, from http://www.ted.com/talks/matt_mills_image_recognition_that_triggers_augmented_reality?language=en#t-15855
  Minock, D., & Nelsoney, T.  (2013, November 4). Augmented Reality Brings New Dimensions to Learning. Retrieved January 31, 2015, from http://www.edutopia.org/blog/augmented-reality-new-dimensions-learning-drew-minock
Qualcomm Inc (producer). 2013 Augmented Reality to Enhance Education in San Diego {Video File}. Retrieved from https://www.qualcomm.com/videos/augmented-reality-enhance-education-san-diego
Wasko, C. (2013). What Teachers Need to Know About Augmented Reality Enhanced Learning Environments. TechTrends, 57(4), 17-21. Retrieved January 29, 2015.