PanSIG 2019

MAVR Presentations at PANSIG 2019

Hands on MAVR: Immersive Reality Platform Training

B. Figueroa2, M. Alizadeh3, E. Hawkinson1

1Kyoto University of Foreign Studies; 2International Christian University; 3Osaka University

Learn to create learning materials from three MAVR platforms. In this hands on workshop, we will learn to use three MAVR related applications from three MAVR experts. The first is creating simple 360 tours with Storyspheres, a platform for creating interactive VR content with 360 photos. The second application introduced is WallaMe, an augmented reality platform to hide digital messages in the real word. The third application is ARienation, a platform that allows students to connect digital contents to playing cards. Participants of this MAVR forum will hear introductory tutorials of each of these three applications from three different presenters. After these short tutorials participants will be able to learn deeper on the apps they prefer in break-out sessions. The goal is to provide beginner level participants the tools and some experience to get started creating with MAVR. Some devices will be on hand to use, but to get the most of the session please visit MAVR.SITE and download the applications to your own devices before coming.

Bobby Figueroa on how to make 360 tours with StorySpheres


Josh Brunotte talks 360 Photography at PANSIG2019


Mehrasa Alizadeh demonstrates WallaMe AR application


Jay Klaphake and Eric Hawkinson discuss legal issues in immersive learning

Legal Issues in Immersive Learning

E. Hawkinson, J. Klaphake

Kyoto University of Foreign Studies, Japan

As immersive technologies like augmented and virtual reality are being employed in broader learning contexts, like many new technologies, there are legitimate concerns surrounding the use for learners and especially younger learners. In some ways educational institutions are still grappling with health, privacy, freedom of expression, data protection, intellectual property, security, cyberbullying, cyberstalking, and other legal issues that came with the birth of the social media and mobile computing booms. AR/VR/XR technologies only stand to exacerbate these issues and, in this talk, learning technologist Eric Hawkinson and legal scholar Jay Klaphake will identify and explore these issues.

Learner Experiences of AR Project-Based Learning

S. J. Taylor, A. Stone

Kyushu Sangyo University, Japan

The presentation will describe how Augmented Reality (AR) technology was utilized in a multimedia, task-based project designed to encourage student engagement and integrated into an EFL four skills course for learners of elementary to intermediate level proficiency. The project involved learners (n=37) creating content for an AR campus treasure hunt, including descriptions of the location and personal significance of campus facilities. This allowed for a task-based approach to instruction that provided opportunities for meaning-based production, a focus on form, and, in the exchange of created activities with other classes, a clearly defined outcome. The AR campus treasure hunt was created using the HP Reveal AR smartphone application. It will be shown how AR generated initial engagement, through the novelty of the exploratory use of HP Reveal, and authenticated multimedia tasks, such as the production of video AR content, which helped maintain engagement and encourage the development of digital skills. The presentation will conclude, with reference to learner-created content, with an evaluation of the learner experience of the project, achieved through the quantitative and qualitative analysis of learner-written project reviews.

Learner Experiences of AR Project-Based Learning


Crowd-Sourced AR App for Learner Material Feedback

E. Bonner

Kanda University of International Studies, Japan

This presentation details a project utilising a mobile app under development by the presenter that provides EFL students with swift access to peer feedback on learner resources. Learners often find the choices of materials in learning centres overwhelming and look to their peers for advice. This app is designed to provide students with a fast and easy way to read and write peer reviews, ratings and comments without many of the typical barriers to mass adoption that often inhibit similar feedback systems. By superimposing the information directly onto material covers using augmented reality, students can scan through multiple resources quickly and find suitable materials. This presentation will also cover its potential use in classrooms, advanced features, and other affordances and limitations.

Crowd-Sourced AR App for Learner Material Feedback