Tuesday, 16 October 2012

#mLearn12 on #augmented reality with Elizabeth Fitzgerald

Live blogging from mLearn12, so writing and vocabulary is influenced by writing speed need...

Elizabeth Fitzgerald from Open University UK gives an overview of augmented learning state of the art. She looks fine as always and you can feel her passion for research as she gives her presentation.

What is AR
making the learning experience of a place more meaningful

current uses of AR
 sports coverage
retail/marketing
networking (augmentedU) or find somein in a crowd
aviation (head-up displays on wndscreen of plane)
training or task support
navigation
sightseeing e.g. outdour venues, museums and art galleries

defining technology-enhanced realities: virtual, mixed and augmented
fusion of digital information in real environment

AR, situated learning and embodiment
Situated learning
authentic: contextualized
use of tools to mediate contact with the world
Embodiment and embodied cognition (physical interactions with world help us to creeate meaning

other related research

ecology of resources
reality -based interaction
space/place (Dourish)

Classifying AR based on 6 projects using AR for mLearning
Dimensions used:
devices or technology used
mode of interaction
method of sensory feedback to the user (visual/audio/text /video)
type of experience (personal or shared)
fixed/static or portable experience
learning activities or outcomes

Criticisms and limitations of AR
Technical challenges:
GPS accuracy and registration errors
varying signal quality of phone networks/WiFi coverage
battery life of devices
viewing the screen in bright sunlight
using devices in the rain

Pedagogical challenges 
 learning not necessarily driven by the pedagogy
novelty of the tech may detract from the experience
ensure learning is not altered to fit around the limitations of the device
tech might be more engaging that surrounding environment (is the student removed from the real world?)
consider first the learning goals and objectives
reduction in observation skills due to excessive reinforcing/scaffolding

Issue: how can we make any educational innovation sustainable?
Is it a matter of time? Maybe this is one step along the way to completely integrated sensors etcetera for looking at the world? Increased hapticness, audio... or will this risk information overload => maybe we need to curate the augmented environment.

Do we need a new theory of augmented place? see E. Fitzgerald (in press - oct/nov 2012) Towards a theory ....
The slideshare of her presentation can be viewed here

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