Pedagogy Resources

UAF eCampus's Collection of Resources for Building Better Courses
All Pedagogy TopicsReference the Glossary

Augmented Reality

An innovative new technology for exploration, presentation, and complex meaning making in our environment.  

What is It?

 

Augmented Reality (AR) is a mechanism through which you can experience  digital layers that appear in context to the the real world. Typically, these layers are programmed to only be seen while using a mobile device (phone, tablet, googles) on a specific app. Pokémon Go is an example of a popular augmented reality app.

example of target based AR

How Can I Use Augmented Reality  in My Course?

Depending on your learning objectives and goals, augmented reality can be used in a variety of ways in class.

  • Students as creators – research projects, presentations
  • Discovery — geolocated or target based information
  • Skills Training — technical and mechanical applications
  • Spatial Learning — anatomy lessons, architectural models
  • Impossible Interactions — spinning molecules, brain surgery, interstellar flight
  • Engaging Reading Experiences —  visualized information for use with textbook content
  • Immersive multi-layered environments – historical perspectives, scavenger hunts

 

 

DIY

These are a few companies that offer AR creation tools.

Considerations for Online Courses

Integrating augmented reality into an online course is an interesting challenge for instructors but could be an interesting way for students to present their work.

 

(also add screencast made by jen)

Research Foundations

Akçayır, M., Akçayır, G., PektaÅŸ, H. M., & Ocak, M. A. (2016). Augmented reality in science laboratories: The effects of augmented reality on university students’ laboratory skills and attitudes toward science laboratories.  Computers in Human Behavior,  57, 334-342.

Barma, S., Daniel, S., Bacon, N., Gingras, M. A., & Fortin, M. (2015). Observation and analysis of a classroom teaching and learning practice based on augmented reality and serious games on mobile platforms.  International Journal of Serious Games,  2(2).

Martín-Gutiérrez, J., Fabiani, P., Benesova, W., Meneses, M. D., & Mora, C. E. (2015). Augmented reality to promote collaborative and autonomous learning in higher education.  Computers in Human Behavior,  51, 752-761.

UAF Instructional Designers

This page has been authored collectively by the experts on the UAF Instructional Design Team. Let us know if you have suggestions or corrections!

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Instructional Design Team, UAF eCampus