AR in K -12 classrooms

How are K-12 classrooms using AR?

AR Enhancing Learning in K-12

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I remember visiting the Saratoga Battlefield as a child.  I'm not sure what I expected to see, but I remember standing in the large open green space thinking "is that all there is."  Perhaps it is because I had read about it in our sixth grade textbook, and much had been made about the battle.  I can tell you almost nothing about it now, except that feeling I described above.

What if my experience had been different?  What if I could've walked the field with a handheld device and seen an overlay of what the field might've looked like on the fateful day it made history for.  What if I could've interviewed, or asked questions of, the people who were on the battlefield that day--heard them talk about how they felt, what they were thinking?  Would I have walked away with a different understanding?  This is the kind of experience augmented reality can bring to education.


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ARGH: Augmented RealityGames on Handhelds

This is the name of a project at the University of Wisconsin's Local Games Lab, which" makes and researches games that are set in real-life neighborhoods and ecological habitats."  (Local Games Lab, 2007) The ARGH project, funded by a Star School grant, is a three year project designed to develop and test the results of augmented reality games for middle school instruction.  The games require students to "think like scientists, historians, and other professionals" as they work together to solve problems. Like HARP students use handheld devices, as they explore a "real" environment, to gather information needed to solve the game. Like HARP the digital information can be "virtual interviews, photos, videos, data, and other material that adds to or 'augments' reality."(Ramaswami, 2009)

Currently the research is being done with middle school  language arts, mathematics, science, and social studies classes in the greater Milwaukee and Madison areas.  Teachers are paid a stipend to participate (which is voluntary), and receive continuing education credit as well.

The games include titles like:

Picture 5.pngMadCity Mystery (students need to solve the cause of death in what first appears to be a drowning accident--a man falls in local lake and dies.  Students discover that their are a number of toxins in the environment and they must determine if these toxins contributed to the death).

South Shore Beach (students are called to investigate a series of illnesses that seem to be related to the beach)

The final outcomes of the project have not yet been determined or published, but you can read more about the project here: http://lgl.gameslearningsociety.org/argh.php

and: http://wistechnology.com/articles/2416/

Local Games Lab. (2007). Local games lab: argh. Retrieved from http://lgl.gameslearningsociety.org/argh.php

Ramaswami, R. (Sept. 1, 2009). The best of both Worlds. Campus Technology, 24-31.

HARP: Handheld Augmented Reality Project

Three Massachusetts schools took part in a three year research project using an augmented reality "game" called Alien Contact!.  The purpose of the project was to research the effectiveness of AR for teaching math and science literacy skills to middle school students.  The project was a joint effort of researchers at the Harvard Graduate School of Education, the University of Wisconsin at Madison, and the Teacher Education Program at MIT and funded by the US Dept of Education.

Students worked in groups to gather clues to solve a mystery regarding an Alien invasion. What makes this different from most "group projects" is that the students use GPS enabled mobile devies to gather their clues, and they gather them in their school yard or nearby parks.  Maps on their devices are overlayed with digital artifacts that provide clues, including video and audio "interviews" with digital people.

The results from the project will lead to a better understanding of how to design curriculum that best uses these techniques.  So far the project results has shown a high level of engagement on the parts of students, and while the students gain in skills were as much as the control group, they were not greater than the control group.  The team felt that part of the problem is frustration with the technology, as it is a new technology and bugs still need to be worked out. 

More information regarding this project can be found here:

http://isites.harvard.edu/icb/icb.do?keyword=harp&pageid=icb.page69587 (last accessed on 04/22/10)

http://www.gse.harvard.edu/news_events/ed/2007/fall/features/handhelds.html (last accessed on 04/23/10

Dede, C et al. (2009). Immersive interfaces for engagement and learning. Science, 323(66), 66-69.