Resoundingly teachers cite time as a barrier when asked about integrating technology into the classroom (Alalwan et al., 2020).
Time is certainly a barrier because when are teachers supposed to find Pro-D time to learn and practice the skills necessary to use educational technology effectively? While acknowledging this lack of time, I can't help but wonder if teachers sometimes place the bar too high for themselves? According to Kerawalla et al. (2006, p. 171), the following four principles must be followed to allow teachers to fully utilize AR in the classrooms:
AR content must be flexible so that teachers can adapt it to the needs of individual children. It should be possible to add and remove elements and to change the speed of animations.
AR systems need to deliver curriculum material in the same amount of time as more traditional teaching methods.
Children must be able to explore AR content and this exploration should be carefully scaffolded so as to maximise learning opportunities.
The development of educational AR applications must take into account the nature and constraints of the institutional context into which it is to be introduced. This would suggest that there are benefits to be gained from a user-centred design approach.
The Argument for Students as Designers
Many teachers believe in student-centered learning, but contextual restraints (curriculum and time) often force teachers to use technology like AR in teacher-centric classes (Lim & Chai, 2008).
While AR is supposed to make learning engaging by enhancing the learning environment, a comparative study of traditional and AR science classes for 10-year-old children shows that students were more engaged by the traditional classes (Kerawalla et al., 2006). In some classes AR was treated as something to watch rather than interact with. Teachers interviewed for this comparative study recognized the potential for AR if the focus is shifted to inquiry-based learning through learning environments designed to be manipulated by students (Kerawalla et al., 2006). Another more recent study of AR in science classrooms reported some teachers viewing AR as a novelty that could only hold students' initial attention, thus they returned to textbooks after the study (Alalwan et al., 2020).
How can teachers use AR to engage students and transform learning experiences without feeling overburdened by time constraints? Why not put the design work into the hands of students? Let them transform the traditional text-book-driven classroom into something amazing and personal.
It's easy to ask teachers to let students be the designers, but it doesn't mean that teachers don't need to have some initial experience with AR. To get AR design experience, I decided to use ARLoopa. The goal is to gain enough experience to introduce AR design to my students so we can experiment and learn more about AR design together.
Why ARLoopa?
free with some paid features ($24.99/year subscription)
tutorials on YouTube
accessible on Mac and Android phones
positive online reviews
Where to Start
I chose to start with Marker-based AR because I felt this gave the most autonomy to students since they could select what would trigger the AR component and determine what augmentation would appear. I also felt that this feature was the easiest to apply across different subjects.
The tutorial video I watched:
Originally I wanted to use Aurasma because it was recommended by a teacher on a forum run by my school's parent company. Aurasma has been bought over by another company and isn't available for use right now. I chose ARLOOPA because it was touted as easy to use as Aurasma.
PROS
Its intuitive design makes it easy to use even for a first-timer like myself. AR markers can be linked to different types of media including videos and audio, which enables students to create their own content or to share their insights on their learning and thoughts.
CONS
It's not free as I was initially led to believe. To experience AR as a consumer is free, but if you want to be a designer it costs $24.99 a year. There is a 7-day trial available if you'd like to access the design functions of ARLOOPA studio before purchasing. A yearly subscription of $24.99, seems affordable, but may not be if this is one of many subscriptions being personally paid for out-of-pocket.
I was unable to create anything on the mobile app, I had to use ARLOOPA studio on my laptop's browser. I'm planning on replacing my phone sometime in the next couple of months, so I don't know if my phone is the reason why I was not able to create anything on the mobile app or not. I think this was a good experience because not all schools will have access to the latest phones, especially if the school has a BYOD policy.
Try downloading and using ARLoopa.
Use the app to scan different images on this page. Can you find the two AR markers?
Challenge: Try adding a sticky note to the jamboard and augmenting it with media.
*You can use ARLoopa or some other AR app. If you use ARLOOPA to create content, you need to sign up for a 7-day trial. Don't forget to cancel the trial before it expires, otherwise you'll be charged.
** If you use a different AR app, note it on the sticky note so others can download the app to see your thoughts.
This idea could be applied to textbooks. Students can augment diagrams, titles and pictures in texts with their own explanations.
Review games can be created using AR.
Escape Rooms and Scavenger Hunts can be created using AR. The Unity feature mentioned in the video will be introduced on ARLoopa soon.