Most extant studies examining augmented reality (AR) have focused on the technology itself. This paper presents findings addressing the issue of AR for educational purposes based on a sequential survey distributed to 35 expert science teachers, ICT designers and science education researchers from four countries. There was consensus among experts in relation to a focus on ‘learning before technology’, and they in particular supplemented affordances identified in literature with perspectives related to interactivity, a creator perspective and inquiry based science. Expert reflections were condensed into innovative dimensions in a framework with nine continua. The framework can be used to illustrate how, and to what extent, an innovative educational perspective, such as that focusing on engaging learners in creating and/or inquiring can be addressed in a particular AR design, and is in the paper exemplified for use in both analysis of existing educational AR and in design of new second-generation AR.
Teacher Education, Norway. His research and development focuses on the use of technology in teaching and learning and how it facilitates student active learning methods.
Students developing representational competence as producers with and of augmented reality in science
AbstractThis research aims to examine how augmented reality (AR) can be used in lower secondary science education. The focus is on outcomes as perceived by students and teachers from 3 rounds of piloting AR-resources, in the third round supporting students as producers of AR. Data sources are teacher interviews, questionnaires and video/observation from Danish, Norwegian and Spanish classrooms. Findings point to positive possibilities for supporting students' representational competencies, however dependent of the teachers' thorough use of scaffolding. Teachers refer to student learning of the science content through active engagement in technology-supported inquiry. Students report a high level of outcomes, e.g., by experiencing a sense of presence in the science phenomena and "seeing the invisible". The piloting with students as AR-producers in particular revealed affordances for their creative and collaborative use of digital resources (21 st century skills), stimulating also dialogue about ICT from their everyday life as produced by someone.
Auditorium Mundi is a project for the exploration and presentation of sounds and soundscapes of the whole world. The aim is an installation of a museum of audible perception in interrelation with other senses. The concept of the museum is an acoustic planetarium in which the locations of the world are put in place of the stars. Also located here are world archives for sound in which the acoustic and musical multitude of this planet will be preserved. The archives of sound are available world-wide through the internet. The museum is, at the same time, a laboratory for the development of new formats in scientific definitions and the multimedia presentation of acoustic phenomenons. It is a show-place for artistic programs and an auditorium where questions from the area of acoustic as well as new developments of industry will be accessible to a wider public. A place of innovation, where concepts for other museums, promoters and scientific institutions can be developed. The leitmotif of Auditorium Mundi is the question how man influences the soundscenes in which he lives and how strongly he himself is influenced by the noise, the resonance and the dissonance between various ways of life.
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