Global competencies and 21st century digital tools are top of mind in the K-12 education system. Boards of education and educators alike, are working to imbed relevant and authentic learning and pedagogies into their programs. As we learn more about the technological advances and benefits they can bring to learning environments, pedagogies and theories are adapted in order to incorporate these tools. Augmented reality is one such tool that has drawn recent attention for its ability to immerse audiences into an enhanced environment, bring to life objects or animals, and create a visual, sensory experience for all participants.
In a time when the respective scholarship is focused on constructionism, constructivism, and the maker world (Wolf, M., Sobke, H., & Hauge, J.B., 2020), AR situates itself neatly into both theories and the maker world, that serve to support student learning and achievement. As such, it is ultimately beneficial for educators to find resources that supplement this technology into their classrooms.
As we evolve from the industrial age of education, Reigeluth (2012) reminds us that our current education institutions were designed to serve an entirely different purpose post-industrialization. He exemplifies the new role of the teacher as the “guide on the side," insisting that teachers are co-designers in learning (Reigeluth, 2012). In an effort to give teachers the confidence and ability to re-frame their instructional design to a more learner-centered approach (Bossavit, B., & Parsons, S., 2018), we created a short presentation about the various learning and instructional theories associated with Augmented Reality. Take some time to read through our Pedagogical Framework presentation.
Serving as a cornerstone to learning environments as a whole, are the interactions that can occur within them. Anderson (2008) highlights the different types of interactions that lead to an effective learning environment. Here are a few examples of why AR is advantageous to use in your classroom.
Create a More Engaging Classroom
The most represented advantages of AR in current research are student motivation and learning gains (Chiang et al., 2014; DiSerio et al., 2013; Bacca et al., 2014). Collaboration and facilitating interaction are also found to be highly represented. Atta et al. (2021) discuss how AR improved the learning processes for students taking science classes, thus raising their academic performances. AR had a positive effect on enhancing the understanding of particular academic materials and scientific topics, improving visualization, and fostering interaction with other students. As educators, we know that learning processes should be about motivation and interaction.
AR catches the attention of students in a new and exciting way. Chiang et al. (2014) completed an experiment with two fourth grade classes being taught natural science by the same teacher. One set of students was taught with an inquiry-based approach using AR mobile learning and the second set of students were taught using a conventional inquiry-based approach. The study found that students who learned with the AR reality-based mobile learning approach, demonstrated “significantly higher motivations in the attention, confidence, and relevance dimensions” than the students who learned from the inquiry-based mobile learning approach (Chiang et al., 2014). The results of this experiment determine that the mobile AR approach, linking real-world contexts with the digital learning resources, improved students’ learning performance in inquiry-based activities. Additionally, Chiang et al. (2014) indicated that the experimental group gained significant learning motivation for attention, relevance, confidence, and a high-level of satisfaction in using AR to learn.
Engage Students Outside of the Classroom
Do you remember the Pokéman GO craze back in 2016? This was the most successful mobile game ever created and put location-based AR technology on the map.
Location-based AR allows students to interact with the natural environment, develop their scientific thinking skills, and learn about drawing conclusions. Students can visit an art gallery, museum, natural animal habitat, and the seven wonders of the world. They are able to collaborate with each other and enhance their spatial memory. Take a look at the YouTube video example of using AR alongside the American Museum of Natural History.
Unleash the Power of Storytelling
Learning through storytelling is a compelling way to use AR in the classroom. Students can become creative communicators by creating their own characters, using new vocabulary words, and incorporating historical figures or eras. They will learn to collaborate by sharing their digital stories with their classmates or family members.
Make Abstract Concepts Easier to Understand
The sciences are challenging subjects to teach, primarily due to the abstract concepts that are too complex for students to visualize and break apart. AR facilitates learning by creating multidimensional perspectives for students to visualize and understand through spatial reasoning.
Visit our AR Classroom Lessons page to explore more ways to use AR in your classroom!
Check Out this Infographic on Why AR will Transform Education!
In viewing the current developments and great potential of AR, its further development and application in education should be expected. Even though AR has been recognized as one of the most promising technologies in teaching and learning, there are also challenges that cannot be ignored in the design and implementation of AR learning environments. It is important for educators to keep a holistic and critical perspective in the application of AR. With augmented reality still in its infancy and being widely researched, we remain in the learning phase of best practices for design and implementation of AR into educational settings.
Akcayir and Akcayir (2017) summarize the possible challenges within educational settings, most importantly noting the following:
Usability (i.e., difficult to use, time consuming)
Technology (i.e., triggering recognition, technical errors, data capacity, device expense)
Ergonomics (i.e., cognitive overload, distraction of students’ attention)
Pedagogical issues (i.e., difficult for large group teaching, difficult to design, instructors' inadequate ability with technology)
Privacy and Content Control (i.e., sensitive data passing hands, geolocating, and demographic information)
We recommend reviewing our Further Reading page to learn more about possible barriers to implementing AR into the classroom.