New Perspectives in Science Education

Edition 13

Accepted Abstracts

Creating Active Learning Environments Through Augmented Reality

Selen Aykan, FMV Isik High School (Turkey)

Edvina Büyüksoy, FMV Isik High School (Turkey)

Abstract

 

In this vital and dynamic World nothing ever stays the same. From the smallest microorganism to us humans, everything is trying to adapt to the circumstances and is inevitably evolving. Yet the education system is so stagnant that it struggles to stay relevant and is failing our students. We keep developing a better understanding of the human brain, new research on learning techniques come out constantly and we untangle the psychology of learning day by day, but we still can’t integrate our new findings into the curriculum. Augmented reality (AR) connects the user to a virtual world while still enabling natural communication by using computer generated perceptual information. When the user is able to interact with these objects, it becomes active AR [1]. Our objective is to combine the digital world with our traditional classrooms in the most beneficial way. We want to incorporate active AR through QR codes by embedding them in teaching materials. This will make concepts that require high level of visualizing easier and objectify abstract subjects while still making sure that students are putting effort into their work. We want students to remain in a classroom environment, but be more autonomous in their learning so that learners can have their exclusive, sensory and experience based relationship with the subject. According to Carl Rogers, significant learning acquires when practicing and is facilitated through active participation [2]. Rogers did countless research on learning methods and established that students’ own exploration instead of spoon feeding increases the likelihood that learning takes place [3]. We know from cognitive science that learning can be enhanced by visual, auditory and kinesthetic (VAK) cues. Combining auditory cues from the teachers with the visual and kinesthetic aspects of active AR, we will be able to create a VAK based learning continuum. This will help students each have a unique experience with the subject and create an autonomous connection, but still take part in a cooperative classroom environment by uniting students on a common goal. Engaging students in learning is essential. This becomes evident when we see unambitious students despite their teachers’ efforts to motivate them. Making learning learner based eliminates this problem because it helps them actively internalise extrinsic motivation. "The medium is the message" says McLuhan and we will make sure that the medium can meet the students’ needs.

Keywords:  Active AR, Sensory, VAK, Active Learning, Autonomous


[1] “Using Code Mobility to Create Ubiquitous and Active Augmented Reality in Mobile Computing.” ACM Digital Library, ACM, https://dl.acm.org/citation.cfm?id=313467.

[2] Carl Rogers - International Bureau of Education. http://www.ibe.unesco.org/sites/default/files/rogerse.PDF.

[3] Efe, Nur. “STUDENT TEAM ACHIEVEMENT DIVISION (STAD) AS AN ACTIVE LEARNING STRATEGY: EMPIRICAL EVIDENCE FROM MATHEMATICS CLASSROOM.” Academia.edu, https://www.academia.edu/9677734/STUDENT_TEAM_ACHIEVEMENT_DIVISION_STAD_AS_AN_ACTIVE_LEARNING_STRATEGY_EMPIRICAL_EVIDENCE_FROM_MATHEMATICS_CLASSROOM

 

 

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