Augmented Reality Mediated Experiences for Co-occurring Vocational and Mainstream Learning
The pressing need to improve the number and quality of skilled workforce within the country has led to bringing out the importance of vocational skill training to an extent that it has been added to the K12 curriculum. This amalgamation however, brings along a major challenge at the implementation level of integrating these current parallel tracks of education in ways to make learning more interesting and lucid for students. We therefore want to understand that how might we facilitate learning experiences which bring together vocational and mainstream education in such a way so as to make both of them appealing and comprehensible to K12 students?
We brainstormed on several ideas (100+) after clearly defining our problem statement. We formulated three "How Might We" (HMW) questions steer the ideation process:
How might we facilitate learning of theoretical concepts in the context of vocational trades for school students?
How might we facilitate more meaningful learning experiences by amalgamating learning of theoretical concept and vocational trades for school students?
How might we facilitate learning experiences to bridge the gap between mainstream education and vocational education for K12 students?
This was followed by idea selection, where we shortlisted top 10 ideas based on methods like Bingo Selection (columns) and Four Categories Method (rows). The following layout presents the clustered ideas based on these methods.
We visualised and illustrated the shortlisted ideas (10) with appropriate visuals, storyboards and text.
We wanted to put our ideas to test, therefore we built lo-fi prototypes for some of them. We chose skills like carpentry and pottery as our focus while designing the lo-fi prototypes. The following layout present visuals of the three different prototypes we built for testing.
Guided Learning through Ghosting (pottery)
Situated Demonstration of Educational Concepts (carpentry)
AI-enabled Gamified Learning (carpentry)
After going through the lo-fi testing, we gathered insights about the user perception of such technologies and what do users actually want. Finally, we came up with CarpentAR which leverages augmented reality to create novel vocational learning (carpentry in this case) experiences for children of class 6-7. Not only does it help to gain an understanding tools used in carpentry, but also helps children make a connect with the underlying mathematical concepts.
Check out the live demo and working of our final prototype!