In this blog post, I will be offering a brief discussion on
the affordances and potential constraints of utilising Augmented Reality (AR)
technology within an educational context. Affordances have been defined by
Norman (1988, p. 9, as cited in Churchill, Fox, & King, 2012, p. 251) as “the perceived
and actual properties
of the thing,
primarily those fundamental
properties that determine just how the thing could possibly be used”. My
understanding of this definition in relation to technology is that affordances
of a piece of technology refers to the potential uses of the technology within
an educational setting.
One potential use of AR technology is through “location-based
AR”. This version of AR can revolve around an interactive problem-solving video
game such as having students work in teams to try to solve a suspicious death
using team work and their knowledge of scientific concepts to understand documents,
such as the victims medical history (Squire, & Jan, 2007). Squire and Jan argue
that using AR to engage students in scenarios such as the one above serves as a
form of cognitive scaffolding as they have to suggest potential theories around
the victim’s death whilst holding one another to a suitable level of
plausibility by using their own scientific knowledge to judge their classmates’
theories. However, the use of location-based AR scenarios are not without
issues. Squire and Jan mention that a number of their participants found their immersion
in the activity broken when the non-player characters (NPCs) were either in unlikely
locations or if they reacted in unnatural ways when approached by player characters.
Although I imagine these issues would likely be remedied following the play-testing
of the game. There is also potential for students’ misconceptions to influence
how they interact with a scenario, such as in Rosenbaum, Klopfer, and Perry’s (2007) study where a slight misconception around the topic of disease transmission caused students
to believe they would become more sick if they remained with an infected person
despite them already being infected and so leaving the original infected person
would not have an effect. However, these issues have been attributed to flaws
in the pre-game presentation rather than being a feature of the AR software
itself (Cheng, & Tsai, 2013). Although this flaw is again an issue that would
mostly be fixed through testing and adapting the pre-game presentation, much
like how a teacher would change their lesson plans to combat a misconception
once it is brought to their attention. Overall, location-based augmented
reality could be beneficial for developing students' problem solving and communication
skills if used appropriately and with great care put into the design of the AR
features itself as well as into the pre-AR content such that students can gain
the best benefit from the technology. As such, while it is certainly an interesting
concept, it would likely be more suited to a revision tool or to allow students
to apply their knowledge to real-world situations.
A potential application of location-based AR uses real world
objects as potential points to deliver information to students, such as
scanning over a tree and receiving a description of its botanical characteristics
(Dunleavy, Dede, & Mitchell, 2009). Dunleavy, Dede, and Mitchell go on to describe
AR as having the unique affordances of being more accurate to the real world,
as well as the ability to work face-to-face with peers. A third potential affordance
that they put forwards in their study is that the use of AR helps to promote kinaesthetic
learning due to the physicality involved in using the technology, although this
particular theory on learning styles has come under scrutiny in recent years
(Husmann, & O’Loughlin, 2019; Idrizi, Filiposka, Trajkovik, 2018; Papanagnou
et al., 2016). Despite this, some students and teachers still believe in the
validity of learning styles, with some students preferring kinaesthetic
learning compared to visual, aural, or reading and writing (Idrizi, Filiposka,
Trajkovik, 2018). As such, despite the theory of learning styles being dubious, utilizing AR as a means of engaging students who have an affinity for kinaesthetic
learning could be a way of keeping students interested in their learning where
they would otherwise lose interest or motivation.
Augmented Reality is certainly an interesting concept that
could be applied to education in various different ways to expand a teacher’s
potential reservoir of lessons to ensure a variety of activities. However, the
studies that have identified the viability of AR in education have focused on
how the technology can be utilized within a science-based context. Unfortunately,
this means that the style of activities that they investigate cannot be easily
extrapolated to influence my own practice as a mathematics teacher. I believe
this as while a science lesson could have students go out and use AR to find information
on different types of plant cells by walking around school grounds, there isn’t
a similar alternative for students to investigate in terms of pure mathematics.
However, there are a number of apps that utilize a mobile device’s GPS capability
to create a game revolving around geometry, in particular around area and
shape, with students competing to get the largest area (Wijers, & Jonker,
2010; Wijers, Jonker, & Drijvers, 2010). A second potential use of AR is to
use games that are insert images over the real world using the features of AR
in order to help maintain student motivation and enthusiasm towards mathematics
(Pritami, & Muhimmah, 2018; Tobar-Muñoz, Fabregat, & Baldiris, 2015;
Wijers, & Jonker, 2010; Wijers, Jonker, & Drijvers, 2010), particularly
in regards to students with Special Educational Needs like ADHD whom are more
likely to lose interests due to their cognitive disorders (Tobar-Muñoz, Fabregat,
& Baldiris, 2015).
Overall, augmented reality could prove useful to teachers,
however, I believe that more research is required in regards to some subject
areas to investigate how the technology may be utilized within the area. As
such, I am hesitant to consider the technology for use within a mathematics
classroom unless the software is able to integrate some form of problem solving
into the gameplay to ensure that the app is furthering student knowledge rather
than simply expecting students to memorize formulas and concepts without any
depths due to memorization based learning methods having a negative correlation
with results while investigatory activities have a positive correlation with
students results, such as was found with Husmann, and O’Loughlin’s (2019) participants
and the virtual microscopy.
References
Cheng, K. H., & Tsai, C. C. (2013). Affordances
of Augmented Reality in Science Learning: Suggestions for Future Research. Journal
of Science Education and Technology, 22(4), 449-492.
Churchill, D., Fox, B., & King, M. (2012). Study
of Affordances of iPads and Teachers' Private Theories. International
Journal of Information and Educational Technology, 2(3), 251-254.
Dunleavy, M., Dede, C., & Mitchell, R. (2009).
Affordances and Limitations of Immersive Participatory Augmented Reality
Simulations for Teaching and Learning. Journal of Science Education and
Technology, 18(1), 7-22.
Husmann, P. R., & O'Loughlin, V. D. (2019).
Another Nail in the Coffin for Learning Styles? Disparities among Undergradute
Anatomy Students' Study Strategies, Class Performance, and Reported VARK
Learning Styles. Anatomical Sciences Education, 12(1), 6-19.
Idrizi, E., Filiposka, S., & Trajkovik, V.
(2018). VARK Learning Styles and Online Education: Case Study. New
York: Pearson.
Norman, D. A. (1988). The Psychology of Everyday
Things. Basic Books.
Papanagnou, D., Serrano, A., Barkley, K., Chandra,
S., Governatori, N., Piela, N., Wanner, G. K., Shin, R. (2016). Does tailoring
instructional style to a medical student's self-perceived learning style
improve performance when teaching intravenous catheter placement? A randomized
controlled study. DMC Medical Education, 16(1), 205.
Pritami, F. A., & Muhimmah, I. (2018, February).
Digital Game Based Learning using Augmented Reality for Mathematics Learning. Proceedings
of the 2018 7th International Conference on Software and Computer Applications
(pp. 254-258). Kuantan, Malaysia: Association for Computing Machinery.
Rosenbaum, E., Klopfer, E., & Perry, J. (2007).
On Location Learning: Authentic Applied Science with Networked augmented
Realities. Journal of Science Education and Technology, 16(1), 31-45.
Squire, K. D., & Mingfong, J. (2007). Mad City
Mystery: Developing Scientific Argumentation Skills with Place-based Augmented
Reality Game on Handheld Computers. Journal of Science Education and
Technology, 16(1), 5-29.
Tobar-Muñoz, H. F., Fabregat, R., & Baldiris, S.
(2015). Augmented Reality Game-Based Learning for Mathematics Skills Training
in Inclusive Contexts. Revista Iberoamericana de Informática Educativa, 21(June),
39-51.
Wijers, M., & Jonker, V. (2010). MobileMath: a
location-aware game for mathematics. Education in the wild: contextual and
location-based mobile learning in action – A report from Stellar Alpine
Rendez-Vous workshop series, 20-22.
Wijers, M., Jonker, V., & Drijvers, P. (2010).
MobileMaths: exploring mathematics outside the classroom. ZDM, 42,
789-799.
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