Technology Affordances
Bower's (2017) theory of technology affordances identifies specific affordances that technology can provide to enhance learning experiences. Merge EDU, an augmented reality (AR) platform, exemplifies several of these affordances, including spatial, temporal, and navigation affordances. Below is an analysis of how these affordances are manifested in Merge EDU, along with the advantages and limitations of the technology.
What is Merge EDU
The capacity of educational technologies to create or manipulate the perception of physical space within a learning environment, enabling learners to engage with digital content in a manner that is consistent with or enhances their physical context. Merge EDU leverages AR to project 3D digital objects into the real world, allowing students to explore and interact with these objects as though they were physically present. This interaction promotes spatial reasoning and enhances kinesthetic learning by encouraging active manipulation of virtual models (Bower, 2017).
This enables the students to manipulate time within a learning experience by pausing, replaying, or exploring events at different speeds. In Merge EDU, students can control the timing of their interactions with AR content, such as observing the growth of a virtual plant over time or replaying a simulation to better understand a process. This affordance aligns with the principles of self-paced learning and allows students to revisit and reflect on content, thus deepening their understanding (Sweller, 2020).
Experience Merge EDU
Augmented Reality learning
The ways in which educational technologies facilitate movement through different layers or aspects of content. Merge EDU, students can navigate around or within 3D objects, exploring different perspectives and layers of information. This type of affordance supports exploratory learning and encourages students to engage in creative problem-solving by giving them control over their learning pathways (Mayer, 2014).
Advantages
Enhances spatial reasoning and kinesthetic learning.
Allows students to interact with and manipulate 3D objects.
Supports self-paced learning and reflective practices.
Enables repeated exposure to content for reinforced understanding.
Promotes exploration and creative problem-solving.
Encourages autonomous learning by allowing students to control content interaction.
Disadvantages
Requires sufficient physical space and appropriate environments for full utilization.
AR hardware limitations may affect the quality of spatial affordances.
Potential for over-reliance on temporal controls, which may reduce active engagement.
High processing demands might limit performance on less powerful devices.
Complex navigation interfaces could overwhelm students and require additional instructional support.
Requires students to be familiar with AR controls, which may present a learning curve.
Bower, M. (2017). Design of Technology-Enhanced Learning: Integrating Research and Practice (1st ed.). Emerald Publishing Limited. https://doi.org/10.1108/9781787141827
EdTech Classroom. (2021, December 22). AR in the Classroom with MERGE EDU | Merge Cube STEM Learning Tutorial | Vlogmas Day 22. YouTube. https://www.youtube.com/watch?v=t0H763z6k20
Fidan, M., & Tuncel, M. (2019). Integrating augmented reality into problem based learning: The effects on learning achievement and attitude in physics education. Computers & Education, 142, 103635. https://doi.org/10.1016/j.compedu.2019.103635
Mayer, R. E. (2014). The Cambridge Handbook of Multimedia Learning (Second Edition.). Cambridge University Press. https://doi.org/10.1017/CBO9781139547369
MERGE. (2022, March 10). Welcome to Merge EDU. YouTube. https://www.youtube.com/watch?v=TZHI1j4Di24
MERGE. (2023, May 12). What is Merge EDU? | Introduction Film #mergecube. YouTube. https://www.youtube.com/watch?v=mNohDoHLAXQ
Sweller, J. (2020). Cognitive load theory and educational technology. Educational Technology Research and Development, 68(1), 1–16. https://doi.org/10.1007/s11423-019-09701-3