In recent years, there has been a burgeoning interest in augmented reality (AR) technologies, especially in educational settings to edutain students and engage them in their learning. Poster carousel task is also a popular activity in English language classrooms. This presentation demonstrates the results of the use of an AR application, called Blippar, to augment poster carousel tasks in a blended English course offered at Osaka University. Both quantitative and qualitative data were collected through a usage experience questionnaire, an open-ended feedback form, and observations. The implemented AR application is described, and the overall positive user experience is reported, along with displaying the samples of collaborative student-generated AR work. The rewards and challenges of having students design AR content are also discussed. Moreover, the implications of AR for English language teaching and learning, the pedagogical potentials afforded by this technology, and recommendations for further research are provided.
Learning by Design: Bringing Poster Carousels to Life Through Augmented Reality in a Blended English Course
1. Learning by Design:
Bringing Poster Carousels to Life
Through Augmented Reality in a Blended English Course
Mehrasa Alizadeh
Parisa Mehran
Ichiro Koguchi
Haruo Takemura
EUROCALL 2017
The University of Southampton
Photo: http://7-themes.com/7035473-toy-carousel-horses-bench.html
2. 1962 1968 1975 1992 1996 1999 2004 2008 2014
Morton Heilig created a
motorcycle simulator
called “the Sensorama”
Today
Ivan Sutherland invented the first
Virtual Reality (VR) device, “The
Sword of Damocles”
“The Videoplace” was
created by Myron Krueger
The term “Augmented
Reality” (AR) was coined by
Boeing researchers, Tom
Caudell and David Mizell
Paul Milgram and
Fumio Kishino
defined the
continuum of AR
and VR
1994 2002
Jun Rekimoto
develops an AR
prototype called
NaviCam and
advances the idea
of the 2D matrix
marker
The company, Total
Immersion, is
founded as the first
AR solutions
provider
2006 2009 2011 2013
AR hardware and software make the
leap toward consumer audiences
The first outdoor
mobile-
Augmented
Reality (mAR)
game (ARQuake)
was built at the
University of
South Australia by
Thomas et al.
2016
The first system for
tracking 3D markers
on mobile phones
was presented by
Mathias Möhring
Nokia initiates
the Mobile
Augmented
Reality
Applications
(MARA) project
Wikitude started to
introduce the first
mobile-AR
application for
smartphones
SPRXmobile
launches Layar
Autonomy
demonstrated
Aurasma
publicly
Car manufacturers
begin to use AR as
the new age
vehicle service
manuals
Google announces
shipment of
Google Glass
devices for
customers, thus
starting the trend
of wearable AR
Microsoft
HoloLens
Developer Kit
and the Meta 2
Developer Kit set
to ship this year
A Brief History of Augmented Reality
Created based on Kipper and Rampolla (2013),
Jamali, Shiratuddin, and Wong (2014),
and Augment (2016)
1
3. A well-established definition of AR
by Azuma (1997, p. 356)
“AR allows the user to see the real
world, with virtual objects
superimposed upon the real world.
Therefore, AR supplements reality,
rather than completely replacing it.”
2
4. “A technology that superimposes
information onto the user’s
environment, for example, by
accessing the camera of a mobile
device and providing an augmented
or enhanced experience of reality”
(Hockly, 2016, p. 137).
3
5. A continuum of reality and virtuality, adapted from Milgram, Takemura,
Utsumi, and Kishino (1994), by Sheehy, Ferguson, and Clough (2014)
Virtual world
Augmented reality
Mixed reality
Augmented reality
Real world
4
7. More engaging & constructive learning
contexts
The students become active
participants
AR supplements formal educational
settings by facilitating open learning
opportunities
Duh and Klopfer (2013)
Manning, Powers, and Pedisich (2012)
Sommerauer and Müller (2014)
Augmenting Learning and
Edutaining through AR
6
8. AR use is aligned with recent
learning theories
Bower, Howe, McCredie, Robinson, and Grover (2014)
Dunleavy and Dede (2014)
Dunleavy, Dede, and Mitchell (2009)
Liao and Ho (2011)
7
9. Constructivist Learning Theory
Situated Learning Theory
Game-based Learning Theory
Inquiry-based Learning Theory
Cognitive Theory of Multimedia Learning Theory
8
17. The total number of the participants: 71
35 (49.3%) males
36 (50.7%) females
mean age of 19 (ranging from 18 to 22).
all undergraduate students
majoring in humanities
mainly from the faculties of Letters, Law and Economics
56 (78.9%) never experienced using AR
67 (94.4%) had not known about BlippAR
Participants
16
18. A usage experience questionnaire, adapted from
Davis (1989), Venkatesh, Morris, Davis, and Davis
(2003), and Chow, Thadani, Wong, and Pegrum
(2015)
An open-ended feedback form
Observation
Instrumentation
17
19. After being trained on Blipp creation, the students
designed and generated their interactive AR-based
posters.
LearnAR-generated AR Content
18
21. Items
Strongly
Disagree
Disagree Agree Strongly
Agree
1. I find BlippAR easy to use. 7.0% 43.7% 43.7% 5.6%
2. BlippAR makes learning English more
interesting.
4.2% 26.8% 57.7% 11.3%
3. Working with BlippAR is fun. 2.9% 22.5% 57.7% 16.9%
4. I do not like working with BlippAR. 11.3% 57.7% 26.8% 4.2%
5. My overall usage experience with BlippAR is
good.
2.8% 38.0% 56.3% 2.9%
6. Using BlippAR would improve my English. 8.4% 62.0% 26.8% 2.8%
Usage Experience
20
22. About half of the students (52.1%) were not sure
whether they would use BlippAR again outside the
class, and 28.2% of them said they were not
intending to.
The Subsequent Use of BlippAR
21
23. The qualitative data (i.e., open-ended feedback
and observations): AR could make the process of
English learning interesting and fun, but it cannot
directly improve their English.
A few students believed that AR could improve
their English skills as it provided more
opportunities for getting exposed to English and it
engaged all their auditory and visual senses.
Discussion
22
24. Overall, a positive user AR experience was reported
by the participants of this study.
Chow et al. (2015); Küçük, Yılmaz, and Göktaş (2014)
The participants found their AR experience as
interesting and pleasant, but about half of them also
found it difficult due to technical glitches (e.g., the
long loading time for some overlayed videos).
Li, Chen, Whittinghill, and Vorvoreanu’s (2014)
Discussion (Cont.)
23
25. Despite having technical challenges, this study
demonstrated that AR could engage students and
motivate them to learn.
Chow et al. (2015): AR can improve the level of
students’ engagement in learning.
Reinders and Lakarnchua (2014): AR has the potential
to increase students’ motivation, and with more
engagement and motivation comes the improvement
of English language skills.
Discussion (Cont.)
24
26. The participants got more engaged in the learning
scenario, and they found AR motivating and
enjoyable.
Using AR and getting students involved with
generating their own AR-based content may
improve the effectiveness of language learning.
It will be increasingly easier to bring more of AR
to the classroom in the near future.
Concluding Remarks and Future Vision
25
27. References
Augment. (2016). Infographic: The history of augmented reality. Retrieved from http://www.
augment.com/blog/infographic-lengthy-history-augmented-reality/
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385. Retrieved from
http://www.mitpressjournals.org/doi/pdfplus/10.1162/pres.1997.6.4.355
Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented Reality in
education – cases, places and potentials. Educational Media International, 51(1), 1-15.
doi:10.1080/09523987.2014.889400
Chow, E. H. C., Thadani, D. R., Wong, E. Y. W., & Pegrum, M. (2015). Mobile technologies and
augmented reality: Early experiences in helping students learn about academic integrity and
ethics. International Journal of Humanities, Social Sciences and Education, 2(7), 112–120.
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of
information technology. MIS Quarterly, 13(3), 319-340. doi:10.2307/249008
Duh, H. B. L., & Klopfer, E. (2013). Augmented reality learning: New learning paradigm in co-space.
Computers & Education, 68, 534-535. doi:10.1016/j.compedu.2013.07.030
Dunleavy, M., Dede, C. (2014). Augmented reality teaching and learning. In J. M. Spector, M. D
Merrill, J. Elen, & M. J. Bishop (Eds.), The handbook of research for educational communications
and technology (4th Ed.). New York, NY: Springer.
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. doi:10.1007/s10956-008-9119-1 26
28. References (Cont.)
Hockly, N. (2016). Focus on learning technologies. Oxford: Oxford University Press.
Jamali, S. S., Shiratuddin, M. F., & Wong, K. (2014). A review of augmented reality (AR) and mobile-
augmented reality (mAR) technology: Learning in tertiary education. The International Journal
of Learning in Higher Education, 20(2), 37-54.
Kipper, G., & Rampolla, J. (2013). Augmented reality: An emerging technologies guide to AR.
Waltham, MA: Syngress.
Küçük, S., Yılmaz, R. M., & Göktaş, Y. (2014). Augmented reality for learning English: Achievement,
attitude and cognitive load levels of students. Education and Science, 39(176), 393–404. doi:
10.15390/EB.2014.3595
Li, S., Chen, Y., Whittinghill, D. M., & Vorvoreanu, M. (2014). A pilot study exploring augmented
reality to increase motivation of Chinese college students learning English. Paper presented at
the 2014 ASEE Annual Conference. Indianapolis, IN. Retrieved from https://goo.gl/LLm3GX
Liao, W. W., & Ho, R. G. (2011). The study of developing spatial ability by applying game-based
learning. In M. Chang, W. Y. Hwang, M. P. Chen, & W. Muller (Eds.), Edutainment technologies:
Educational games and virtual reality/augmented reality applications (pp. 159-162). New York,
NY: Springer. doi:10.1007/978-3-642-23456-9_29
Manning, A., Powers, R., & Pedisich, X. (2012). Better learning through augmented reality: AR in
the classroom. Anthós, 4(2). Retrieved from http://pdxscholar.library.pdx.edu/cgi/viewcontent.
cgi? article =1027&context=anthos
27
29. References (Cont.)
Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1994). Augmented reality: A class of displays on
the reality-virtuality continuum. In H. Das (Ed.), Proceedings of Telemanipulator and
Telepresence Technologies (vol. 2351, pp. 282-292). Bellingham, WA: SPIE. Retrieved from
http://etclab.mie. utoronto.ca/publication/1994/Milgram_Takemura_SPIE1994.pdf
Reinders, H., & Lakarnchua, O. (2014). Implementing mobile language learning with an augmented
reality activity. Modern English Teacher, 23(2), 42–50. Retrieved from
http://innovationinteaching. org/wp-content/themes/default/images/met2014.pdf
Sheehy, K., Ferguson, R., & Clough, G. (2014). Augmented education: Bringing real and virtual
learning together. New York, NY: Palgrave. doi:10.1057/9781137335814
Sommerauer, P., & Müller, O. (2014). Augmented reality in informal learning environments: A field
experiment in a mathematics exhibition. Computers & Education, 79, 59-68. doi:10.1016/
j.compedu.2014.07.013
Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. (2003). User acceptance of information
technology: Toward a unified view. MIS Quarterly, 27(3), 425-478. Retrieved from http://www.
jstor.org/stable/30036540
28
In 1962, Morton Heilig, a cinematographer, created a motorcycle simulator called the Sensorama. It is the earliest known examples of immersive, multi-sensory (now known as multimodal) technology.
In 1968, Ivan Sutherland invented the first Virtual Reality (VR) device which is a Head Mounted Display (HMD) “The Sword of Damocles”.
In 1975, “the Videoplace”, which allowed users to interact with virtual objects in a real-time application, was created by Myron Krueger.
In 1992, the term “Augmented Reality” or AR was coined by Tom Caudell and David Mizell in a project for Boeing’s Computer Services Adaptive Neural Systems Research and Development.
In 1994, Paul Milgram and Fumio Kishino defined the continuum of Augmented Reality (AR) and Virtual Reality (VR)
In 1996, Jun Rekimoto developed an AR prototype called NaviCam and advances the idea of the 2D matrix marker.
In 1999, the company, Total Immersion, was founded as the first AR solutions provider.
In 2002, the first outdoor mobile-Augmented Reality (mAR) game (ARQuake) was built at the University of South Australia by Thomas et al.
In 2004, the first system for tracking 3D markers on mobile phones was presented by Mathias Möhring.
In 2006, Nokia initiated the Mobile Augmented Reality Applications (MARA) project.
In 2008, Wikitude started to introduce the first mobile-AR application for smartphones.
In 2009, SPRXmobile launches Layar.
In 2011, Autonomy demonstrated Aurasma publicly.
In 2013, Car manufacturers begin to use AR as the new age vehicle service manuals (such as the Volkswagen MARTA app).
In 2014, Google announces shipment of Google Glass devices for customers, thus starting the trend of wearable AR.
In 2016, Microsoft HoloLens Developer Kit and the Meta 2 Developer Kit set to ship this year.
AR hardware and software make the leap toward consumer audiences.
Refs:
Kipper and Rampolla (2013)
Jamali, Shiratuddin, and Wong (2014)
Augment (2016) http://www.augment.com/blog/infographic-lengthy-history-augmented-reality/
AR can be regarded as one of the formats within the notion of the Reality–Virtuality (RV) continuum, ranging from a completely real world to a completely virtual one (Milgram & Kishino, 1994).
A 15-week blended course of English for General Academic Purposes (EGAP), titled Osaka University Global English Online (OUGEO), was designed, developed, and implemented at Osaka University for second-year undergraduate students. Ten weeks were purely online, and five were face-to-face.
Poster presentation carousel was selected as the term project, which allowed the students to go around, visit posters, listen to their peers’ presentations, ask/answer questions, and develop their oral fluency.
Initially, through a technology survey, it was found that all of the students owned a smartphone.
A face-to-face training session both on poster presentation and on using BlippAR to create Blipps was then held (the slides are available at https://www.slideshare.net/parisamehran/blippar-tutorial),
and the students formed 14 groups of five to six members each to present at two poster sessions. For the purpose of this paper, we focus on data collected during the first poster session where seven groups presented their posters in three rounds to three different listener groups (see Figure 1). Each presenting group was asked to select a global theme, create a poster based on the topic, and find or make a video related to the content to overlay on the poster using BlippAR.
A usage experience questionnaire, adapted from Davis (1989), Venkatesh, Morris, Davis, and Davis (2003), and Chow, Thadani, Wong, and Pegrum (2015), an open-ended feedback form, and observation were utilized to collect data on respondents’ attitude toward the use and experience of AR.
Despite the fact that about half of the students found BlippAR difficult to use, the majority of them believed that working with BlippAR was fun and that it made learning English more interesting, which led to their positive overall usage experience with BlippAR. However, a majority of the students felt that using BlippAR would not directly contribute to the improvement of their English. Table 1 shows the results of the usage experience questionnaire.
The qualitative data (i.e., open-ended feedback and observations), also revealed that, to a large number of students, AR could make the process of English learning interesting and fun, but it cannot directly improve their English.
This result is in line with those of previous studies (e.g., Chow et al., 2015; Küçük, Yılmaz, & Göktaş, 2014) which investigated the attitude of students toward the use of AR.
Li, Chen, Whittinghill, and Vorvoreanu’s (2014) study also revealed that technical issues decreased the users’ satisfaction and diverted their attention from the learning task.
It will be increasingly easier to bring more of AR to the classroom in the near future, and interactive, engaging learning environments can be created to enhance learning and meet the needs of students in the 21st century.