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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
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
Student Researchers
Andrea Flores
Andy Hyde
Matt Riecken
Agenda
• What is Augmented Reality?
• AR Experience
• Debrief
1976 2014
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
There are many types of
Augmented Reality,
including:
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
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.
LOCATION
GPS-Based
VISION (MARKER)
Camera-Based
Two forms of Handheld AR...
11
Location – GPS-Based
Location – GPS-Based
Triggers
Photo Credit: SITP
Vision (Marker) Camera-Based
AR via Wearable Displays -
From a Unique Experience
- To Trendy
Google Glass: http://www.google.com/glass/start
Wearable Displays for Education
http://www.google.com/glass/start/how-it-feels/#video=accelerator-video
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
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
Let’s Try it Out
Let’s Try it Out
Let’s Try it Out
Map View
Reality View
FreshAiR Editor FreshAiR App
What is FreshAiRTM?
Embed
Content
FreshAiRTM Content
Debrief
• What are the benefits of AR for students?
• What are the challenges of AR in education?
• How can CTOs / CIOs support this learning?
Message from the Students*
Matt Riecken & Andrea Flores
http://youtu.be/sBF-zLG7jaw
Andy Hyde
http://youtu.be/VpPouvMnf8I
*All three received their M.Ed. From the
Harvard Graduate School of Education in May, 2014.
Based on your experience,
what do you think?
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.
• 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
Authoring Tools or Development Platforms
ARIS (http://arisgames.org/)
TaleBlazer (http://education.mit.edu/projects/taleblazer)
7scenes (http://7scenes.com/)
FreshAiR (http://playfreshair.com/)
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.
Thanks for coming!
Feel free to contact us:
 Chris Dede: chris_dede@harvard.edu
Twitter: chrs_dede
 Matt Dunleavy: mdunleavy@radford.edu
Twitter: mattdunleavy
 Heidi Larson: hlarson@edc.org
Twitter: heidil_edc

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

  • 1. How Augmenting Reality via Mobile Devices Aids Real World Learning: Sharing Experiences and Design Strategies Consortium for School Networking Conference March 20, 2014
  • 2. 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
  • 4. Agenda • What is Augmented Reality? • AR Experience • Debrief
  • 6. 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
  • 7. There are many types of Augmented Reality, including:
  • 8. 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
  • 9. 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.
  • 13. Triggers Photo Credit: SITP Vision (Marker) Camera-Based
  • 14. AR via Wearable Displays - From a Unique Experience
  • 15. - To Trendy Google Glass: http://www.google.com/glass/start
  • 16. Wearable Displays for Education http://www.google.com/glass/start/how-it-feels/#video=accelerator-video
  • 17. 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
  • 18. 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
  • 21. Let’s Try it Out Map View Reality View
  • 22. FreshAiR Editor FreshAiR App What is FreshAiRTM?
  • 24. Debrief • What are the benefits of AR for students? • What are the challenges of AR in education? • How can CTOs / CIOs support this learning?
  • 25. Message from the Students* Matt Riecken & Andrea Flores http://youtu.be/sBF-zLG7jaw Andy Hyde http://youtu.be/VpPouvMnf8I *All three received their M.Ed. From the Harvard Graduate School of Education in May, 2014.
  • 26. Based on your experience, what do you think?
  • 27. 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.
  • 28. • 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
  • 29. Authoring Tools or Development Platforms ARIS (http://arisgames.org/) TaleBlazer (http://education.mit.edu/projects/taleblazer) 7scenes (http://7scenes.com/) FreshAiR (http://playfreshair.com/)
  • 30. 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.
  • 31. Thanks for coming! Feel free to contact us:  Chris Dede: chris_dede@harvard.edu Twitter: chrs_dede  Matt Dunleavy: mdunleavy@radford.edu Twitter: mattdunleavy  Heidi Larson: hlarson@edc.org Twitter: heidil_edc