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Augmented Reality Applications in Education

Author(s): Misty Antonioli, Corinne Blake and Kelly Sparks


Source: The Journal of Technology Studies , Spring/Fall 2014, Vol. 40, No. 1/2
(Spring/Fall 2014), pp. 96-107
Published by: Epsilon Pi Tau, Inc.

Stable URL: http://www.jstor.com/stable/43604312

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96 © Augmented Reality Applications in Education
By Misty Antonioli, Corinne Blake, and Kelly Sparks
8

£¡ m E5ETAIII © ABSTRACT RESEARCH


Research conducted for this literature review
Technology is ever changing and ever growing.

! £¡ V m E5ETAIII ©
O
focused
One of the newest developing technologies
augmented reality (AR), which can be The
is on educational applications of AR.
applied
initial search of K-12 applications was far
ř to many different existing technologies,too broad to provide a valuable synthesis. The
such

o keywords
as: computers, tablets, and smartphones. AR included educational applications,
technology can also be utilized throughscience or STEM focus, and augmented reality.
wearable
75
c
k
components, for example, glasses. Throughout
Journals with a concentration in technology and
3 education
this literature review on AR the following that held significance to AR within
aspects
O
the classroom setting were sought. References
are discussed at length: research explored,
O theoretical foundations, applications in were included that explained the concept of AR
education,
£
H challenges, reactions, and implications.asSeveral
well as studies that implemented AR. Most
of the references
different types of AR devices and applications are for this analysis were published
within the
discussed at length, and an in-depth analysis is past five years; however, a few articles
included were
done on several studies that have implemented ARpublished as early as 2001 . The
technology in an educational setting. This
majority
review
of the research found focused on
focuses on how AR technology can be applications
applied, in a middle or secondary level. AR
appears to have potential extending into lower
the issues surrounding the use of this technology,
elementary
viewpoints of those who have worked with AR grades. Additionally, research at the
college to
applications; it also identifies multiple areas level
beprovides insight into windows of
explored in future research. opportunity that may extend into the K-12 sector.
Researchers often choose students at a middle
Keywords: augmented reality ; science
school level because of the critical time period
education, self-determination theory, flow
it is for increase in science interest and building
theory, situated learning theory, just-in-time
self-confidence (Bressler & Bodzin, 2013).
learning, constructivism
Several studies seemed to take a mixed methods
INTRODUCTION approach combining both quantitative and
qualitative
In today's society, technology has become a analysis. Researchers noted that
crucial part of our lives. It has changedproviding
how case studies and opportunities for
people think and apply knowledge. Oneparticipant
of the feedback extended the wealth of
newest developing technologies is augmented
knowledge available and provided key insights
to the quantitative data (Bressler & Bodzin,
reality (AR), which can be applied to computers,
2013;
tablets, and smartphones. AR affords the Enyedy, Danish, Delacruz, & Kumar,
ability
2012; Iordache & Pribenu, 2009; Morrison
to overlay images, text, video, and audio
et al., 2011; Serio, Ibanez, & Carlos, 2013).
components onto existing images or space.
Qualitative
AR technology has gained a following in the data was also thoroughly inspected,
specifically
educational market for its ability to bridge gaps acknowledging the positive and
and bring a more tangible approach to negative
learning.components of AR that both students
andby
Student-centered activities are enhanced teachers experienced (Arvanitis et al., 2009;
Billinghurst & Dunser, 2012; Bressler, & Bodzin,
the incorporation of virtual and real-world
experience. Throughout this literature 2013; DeLucia, Francese, Passero, & Tortoza,
review
2012; Iordache
on AR the following aspects will be discussed at & Pribeanu, 2009; Morrison et
al., 2011; Serio, Ibanez, & Carlos, 2013).
length: research explored, theoretical foundations,
applications in education, challenges, reactions,
One of the quantitative research studies completed
and implications. AR has the potential to change
by Dunleavy, Dede, and Mitchell (2009), used a
education to become more efficient in the same
design-based approach with interviews to put the
way that computers and Internet have.

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engagement of high school students under the compared to a behavioral learning environment; 97
microscope. The authors use the AR situation however, AR can be used to bridge the gap >
Alien Contact ! with role- playing scenarios. between practical and theoretical learning C
(fi
The study was conducted over the 2006-2007 practices along with real and virtual components 3
school year and used data from three schools being blended together to create a unique o
3
in order to determine if AR technologies aid in learning experience. (D
the learning process. Jefferson High School, a
AR also relates to the just-in-time learning v
Wesley Middle School, and Einstein Middle
theory. This theory suggests that students learn o
School are all located in the northeastern United
2L
information that they need to know now. Collins MM I

States. Through the collaboration of MIT and


and Halverston (2009) stressed that teachers <
the University of Wisconsin at Madison, a
should "reconceptualize" how they view learning >
hand-held AR program known as Alien Contact! "Ö
and "rethink" what they should teach. AR
was created. This game was designed to focus ■MI8

allows them to do both of these things by letting O


on several educational aspects such as math, Û)
educators use a new and engaging technology to r¥
language arts, and scientific literacy (Dunleavy et ■Hit

view aspects of the real world in a different way. O


al., 2009). Students used this device throughout 3
(ft
the study to participate in roles and collaborate as Dunleavy et al. (2009) discussed the possible
3
a team. The authors found that there was a high connection between the situated learning theory
m
level of engagement. and AR. According to situated learning theory, a
c
learning occurs naturally during activities. o
Engagement was also found while using
Some AR situations, like Alien Contact /, allow
augmented books through a qualitative research
students to use real-life experiences to facilitate o"
study. Billinghurst and Dunser (2012) surveyed 3
learning. Some learning will occur naturally,
user studies concerning elementary and high
as they go through their problem-solving
school students to determine if AR enhances the
environment. Students will use social interaction
learning experience. The authors found that,
and collaboration to learn from one another.
"AR educational media could be a valuable

and engaging addition to classroom education Rigby and Przybylski (2009) identified that
and overcome some of the limitations of text- AR can be linked to the self-determination

based methods, allowing students to absorb the theory (SDT). SDT defines learning that occurs
material according to their preferred learning through motivation. People have the natural
style" (Billinghurst & Dunser, 2012, p. 60). tendency to do what is healthy, interesting,
important, and effective. The virtual learner hero
THEORETICAL FOUNDATIONS situation created in the virtual worlds focused

on in this study determined that students are


AR educational programs are student-centered
and related to student interests. It allows engaged because they are in charge of their own
students to explore the world in an interactive learning. The same concepts can be applied to
way. Constructivism also encourages students an educational setting.
to work collaboratively, and AR provides
Flow theory describes how people who are
students the opportunity to do this in a
engaged in meaningful activities are more likely
traditional school setting as well as in distance
to stay focused. Bressler and Bodzin (2013)
education. Dunleavy et al. (2009) believe that
investigated a science gaming experience in
the engagement of the student as well as their
relation to flow experience. Their study had a
identity as a learner is formed by participating
mean flow experience score of 82.4%, which
in collaborative groups and communities.
indicates that the average student experienced
Constructivism has also changed the role of
flow throughout the science mystery game that
the teacher to become a facilitator, where the
they played on an iPhone. This particular type
responsibility to organize, synthesize, and
of AR, as well as various others, connects their
analyze content information is in the hands
real- world surroundings to learning in a new and
of the learner (DeLucia et al., 2012). Wang
engaging way.
(2012) warns that because AR follows a
constructive learning theory it does not generate
consequences for students' actions as needed,

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98 APPLYING AR IN EDUCATION environments in a university setting. Students
tfì
had access via their mobile devices to
AR allows flexibility in use that is attractive
O
to education. AR technology can be utilized
information provided directly from the instructor
"■5
3 and other students. The QR codes within the
through a variety of mediums including
5> classroom allowed for location determination,
desktops, mobile devices, and smartphones.
The technology is portable and adaptable towas
which a necessary because the information
O)
o variety of scenarios. AR can be used to enhance
was not available online. Having the virtual
"S content and instruction within the traditional
environment accessible in a single location
c
JZ classroom, supplement instruction in encourages
the specialconsistent and active participation in
O
education classroom, extend content into theinstead of just the virtual environment.
person
ť world outside the classroom, and be combined
The learning experience of the traditional
O
with other technologies to enrich theirclassroom was enhanced by the content sharing
15 individual applications. of both instructor and peers.
c
la
3
O Traditional classroom uses Special Education Uses
*7
In any educational setting, there are often
With the ability to bridge learning and physical
O
limitations in the various resources available. barriers, AR has the potential to bring value and
H
This is often seen foremost in the traditional high quality educational experiences to students
classroom. Due to budget restraints or with learning and physical disabilities as well
constraints on time, the means to teach students as the special education classroom. Billinghurst
in scenarios that allow them to learn by doing and Dunser (2012) found that using augmented
can be a challenge. Desktop AR allows students storybooks have led to more positive results
to combine both real and computer-generated as students were able to recall stories and have

images. Iordache and Pribeanu (2009) used better reading comprehension. Augmented
desktop AR that combined a screen, glasses, storybooks could especially help students
headphones, and a pointing device that allowed who were less able to comprehend only text-
students to conduct a hands-on exploration based materials. Physical movement is often
of a real object, in this case a flat torso, with a component and consideration for AR tasks.
superimposed virtual images. It would not A student who may struggle to engage under
be feasible to explore the digestive process normal circumstances can become more actively
interactively as these students were able to do involved in the kinesthetic nature employed
along with visualizing the nutrient breakdown by augmented tasks. Dunleavy et al. (2009)
and absorption in a classroom setting without the found in their interviews that teachers felt that
AR technology. Computer images could show students who were identified as ADD as well as

the process, but the pointing device allowed unmotivated students were 100% engaged in the
students to guide their learning. learning process during an AR simulation.

Classrooms can shift from the traditional lecture Because of the variety of tools that can be
style setting to one that is more lab and student- overlaid in an augmented environment,
oriented. A case study conducted with a visual students with physical disabilities can benefit
arts class noted that allowing students to freely from the potential learning aides that could be
explore a room that was set up with webcams incorporated. Something as simple as overlaying
and desktops encouraged more activity while the audio for those with visual impairments or
students perceived that they were more motivated text for those with hearing disabilities can be
to learn (Serio et al., 2013). Instead of receiving effective tools when considering disability access
information via images and lecture, students had (Forsyth, 20 1 1 ). Physical limitations can make
access to multimodal representations including handheld AR devices more difficult to work with.
text, audio, video, and 3D models. Head-mounted displays (HMD) can provide a
hands-free device to project the overlay visuals
Quick response (QR) codes can also open up
to a student and adjust the images based on the
opportunities to have a mixed reality setting
orientation of the student while other devices
within the actual classroom. DeLucia, Francese,
enable students to interact with the environment
Passero, & Tortoza (2012) conducted an
via voice recognition, gesture recognition, gaze
evaluation study on collaborative classroom

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tracking, and speech recognition (Van Krevelen and Bodzin (2013) chose to use vision-based 99
& Poelman, 2010). Bringing this technology mobile AR within the confines of the school
>
to the classroom has the potential to allow for campus. Students used iPhones that were C

differentiated instruction and enrichment of the Wi-Fi enabled to collaborate in small groups 3
learning experience of students with special to complete a science inquiry game. Not only o
3
needs. Evaluation trials conducted by Arvantis did the technology enable the students to move f+
O
et al. (2009) showed that using wearable AR freely about the campus, but also the design a

technology with students who had physical of the game fostered a social constructivist 30
<D
disabilities produced, "interestingly comparable approach by using a jigsaw method in which ãL
results with able-bodied users," (p. 250) in terms students had independent roles that relied upon s
<
of "wearability" and pedagogy. one another to complete the task. Dunleavy et >
al. (2009) employed a similar approach to jigsaw TU
•O
Outside the Classroom collaborative methods for successful completion ■M

O
of an AR simulation.
Mobile applications can extend the traditional fi»

classroom beyond the physical walls. Annetta,


o"
Combined Learning
Burton, Frazier, Cheng, and Chmiel (2012) 3
(ft
reported that the percentage of 12 to 17The technology employed with AR does not need
year Ml

3
olds who have their own mobile devicetoisbe75%,
exclusive to the AR experience. Motion
m
compared to 45% in 2004, and regardless of that modeled force and motion during
sensors a
c
a student's socioeconomic status, the number
Learning Physics through Play (LPP) activities o
fi)
of students carrying their own mobile devices
and AR in the form of QR codes enabled w¥
mm*

students to use, visualize ideas and share them


is growing exponentially every year. Camera o
3
phones and smartphones allow users to with
gather
others for discussion (Enyedy et al., 2012).
information in a variety of locations. QR codes the technologies helped to enhance
Combining
and GPS coordinates can be used to track and the learning experience, which is similar to
guide movement of the students. Although research done by Kamarinen et al. (2013) who
several researchers chose to take students off pointed out that the combination can help to
campus and conduct investigations in a field enhance the learning experience in a way that
trip setting, others- chose to remain within the neither could do alone.
grounds of the school.
If an educator is looking to model scientific
In an off campus setting, the AR technology practice, AR provides the opportunity to support
needs to be portable and relatively easy to use. the multifaceted world of science exploration.
Students traveling to a local pond have the As a general rule, scientific researchers
ability to study water quality at specific locations typically do not use a single tool for evidence
while having access to overlaid media about the to come to a conclusion. Likewise, a literature
pond from the AR device (Kamarainen et al., review that embodies just research from one
2013). This type of experience opens up a world scientific journal does not begin to tap the
of opportunities to mesh classroom information wealth of knowledge widely available. Using
into the real-world environment. Morrison probeware and sensors to collect data and AR
et al. (201 1) used real paper maps and GPS technology to guide and visualize helps to
coordinates in a treasure-hunt-style game that bring a more student-centered dynamic to a
allowed for group collaboration. Participants in learning experience, resulting in gains in student
the game were aware of their surroundings and engagement and content understanding (Enyedy
chose to work together on a task that fostered et al., 2012; Kamarinen et al., 2013).
small group collaboration. An important point
to note from this research is that GPS will not Applications Beyond Science
work inside of buildings. Therefore, any indoor Research shows that the use of AR, regardless
activity would need to be conducted without a of grade level or subject area, allows students
location-based AR technology. to be actively engaged in the learning process.
"Building and using AR scenes combines active
Using QR codes allows individuals a means to
complex problem solving and teamwork to
avoid relying on location-based technology and
create engaging educational experiences to teach
focus on the augmented experience. Bressler

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100 science, math, or language skills, and studies explore the learning environment on their own.
(ft have found that this activity enhances student A training should be provided for teachers to
4>
■■■ motivation, involvement, and engagement" learn a hands-off approach with their students
13
3 (Billinghurst & Dunser, 2012, p. 60). Though and show them how this way of teaching will
NM»

iñ most research shows the use of AR in education foster an effective learning environment. The
> through middle school science, there are some fear of not knowing what is on each student's
O)
o implementations in other subject areas and age device can be elevated according to the authors
o groups. For example, AR was utilized in a visual through the process of allowing the students
c
JZ arts class as researched by Serio et al. (2013) and more control over their learning. In addition,
o
during the MapLens research by Morrison et al. Kamarainen et al. (2013) also found that teachers
í (201 1) when participants ranging in age from 7 felt they would be unprepared to manage the
«Ni
o to 50 were observed. same experience over again if they were by
m themselves without the researchers present.
c Outside of a traditional school setting, AR
k Training should be provided to the educators
3 has many uses and can be applied to other
O from the researchers if continued use of the AR
areas of interest as well. The medical field
technology is expected to be implemented.
0) can utilize this technology to see information
H about the body systems without having to leave Many AR applications require the use of the
the sight of the patient. In addition, families environment to set up areas for study. Students
can see what furniture will look like in their walk around and use their AR technology
house before purchasing, contractors are able devices in order to receive information. The

to design different components and see how information must be triggered by either GPS
they will fit together before construction, and coordinates or other methods when students
tourists can find information out about the area get near the correct locations. The developer,
without an in-person tour guide. Van Krevelen as well as the educator, must be aware of the
and Poelman (2010), determined that AR can environment in order for this to work effectively
be particularly helpful in industrial situations (Van Krevelen & Poelman, 2010). Therefore,
in designing and assembling vehicles as well teachers need to either train themselves or attend

as military applications for combat training. training sessions on the environment that they
Companies such as Volkswagen and BMW have can use. For example, if an AR application
already started to use AR technologies in their is specifically designed to be completed in a
assembly lines (Van Krevelen & Poelman, 2010). school where students get close to fire alarms,
Therefore, AR has many benefits outside of the information appears on their device about fire
educational field. safety, and the educator or developer must be
aware of where all the fire alarms are located.
CHALLENGES
Resources

Training Billinghurst and Dunser (2012) understood t


Training is an important aspect of AR. "Most there are many aspects of AR that are consi
educational AR systems are single-use prototypes to be obstacles when trying to implement th
for specific projects, so it is difficult to generalize type of technology in the classroom. Many
evaluation results" (Billinghurst & Dunser, teachers do not have the skills to program t
2012, p. 61). Each AR situation researched own AR learning experience and therefore
was unique and required a different program rely on the ability to create this AR environ
and requirements of the educator. Due to this through pre-made creation tools, which are
uniqueness, training is needed for both educators This was slightly contradicting to the Annet
and students to understand how to utilize each et al. (2012) statement that there are many f
AR program to its fullest potential. During the resources available for teacher use but stress

Dunleavy et al. (2009) Alien Contact ! AR lesson, because teachers are not properly trained th
teachers expressed a concern for more support. unable to use these available resources.

Teachers did not feel confident when setting


AR tools are becoming more user- friendly and
up or implementing the program. In addition,
require less programming skills making them
teachers who are normally lecture focused had more attractive to the common educator. Mullen
a hard time letting go and allowing students to

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(201 1) focused his work around providing (2010) also identify that certain AR technologies 101
individuals with a resource for basic skills that can be uncomfortable and embarrassing to wear. >
c
would enable them to not only understand how Gloves, backpacks, and headgear can all cause (Û
a student to become uncomfortable and distract
AR applications run but also to get started with 3
<d
creating AR content. Kamarainen et al. (2013) them from the purpose of the assignment. In 3
9+
pointed out that AR platforms could be employed addition, such items could potentially discourage 0
that allow "an author to create augmented reality students from trying AR in the first place. a

games and experiences with no programming 30


Van Krevelen and Poelman (2010) identified ft
experience required" (p. 547). In addition, SL
the need for the AR technologies to be designed
Billinghurst and Dunser (2012) predicted that s
effectively and with high usability. For instance, <
by the year 2030, students will be building AR >
the video display must make sure that the images
educational content on a regular basis to connect ■o
shown do not appear closer or farther away ■o
collaboratively with the outside world from ■¡i

than they really are. This problem can lead to o


within their classroom. fi»
misconceptions if dealing with location-specific f+

Technical Problems tasks. Some devices may require calibration, o


3
Dunleavy et al. (2009) showed that theand
GPSthisfailed
can potentially be very difficult to do. tf»

Acquiring
15-30% during the study. A GPS error refers todevices that are calibration free or 3
either the software of the GPS itself or incorrect
auto-calibrated can be beneficial to the user as to m
a
avoid malfunction and user frustration.
setup. This was considered the "most significant" c
malfunction. Other malfunctions identified in o
Bressler and Bodzin (2013) found that players fi»
F+
this study were the ability for the devices to be MM!

involved in gameplay within the building did O


effectively used outdoors. The glare from the sun 3
not fully utilize the GPS on their mobile device,
as well as the noisy environment could impair the
since the students were familiar with their
learning of the students.
surroundings. This seemed to reduce the overall
Morrison et al. (201 1) identified that students who cognitive load; however, location-based AR can
collaborate in teams score higher than students add a new level of frustration when students are
who worked on their own. These multi-user placed in an unfamiliar place, where they must
teams need to share information with each other. rely on GPS navigation to complete gameplay.
Therefore, one of the challenges identified in this Using AR technologies that include both audio
study is the need for developers to create places and visual components can allow students to
for collaboration among team members. Without use their cognitive abilities to retain information
this additional platform, the successfulness of the more efficiently based on cognitive load theory.
AR environment can be compromised.
Student Issues
There are several different kinds of devices One issue identified in Dunleavy et al. (2009)
that can be used when implementing AR in the determined that some AR situations can be

classroom. Glasses, hand-held devices, and dangerous. In this particular Alien Contact !
headwear are ways for the user to see computer- scenario, students must look at their handheld
generated images imprinted on their reality. devices to participate. When engaging in
Iordache and Pribeanu (2009) determined that activities outdoors the students are unable to

the cameras the students were using should be work on their devices and watch where they are
hands free and that they should be set at table going simultaneously. Therefore, students were
level for the maximum results. Carrying around found to be wandering into roadways and needed
large devices can make AR inconvenient and to be redirected to safety by teachers.
frustrating. Arvanitis et al. (2009) had students
Some of the AR learning experiences require the
wear a backpack as part of their AR technology
student to be mobile. Exploring the world is not
device. The study showed that students felt
an uncommon task; however, Annetta et al. (2012)
that it was hard to wear and made them feel
were concerned with gaining approval from school
embarrassed. If AR technologies hinder the administration for students to travel outside of the
self-esteem of the students, this can also affect
classroom. Without this component the teachers
how much information the student can retain
and students would be very limited in their use
within each lesson. Van Krevelen and Poelman
of the AR technologies. The authors found that

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102 classroom management is an important part of 2003) listed four educational uses to AR mobile
tfi using AR technologies with students. technology, which are in no particular order:
.2 field science, field visits, games, information
'-D Certain health problems can arise from using
3 services, and guides. AR games can be played
AR devices if they are not properly designed.
5> independently or dependently. Researchers,
Tunnel vision can be a side effect of using poorly
>
teachers, and students alike were very pleased
O) designed AR devices, and this should be avoided
o to find more collaboration while using the AR
Õ (Van Krevelen & Poelman, 2010). Developers
c and educators should be aware of the method and technology (Annetta et al., 2012; Billinghurst
£ & Dunser, 2012; Bressler & Bodzin, 2013;
O the amount of information being presented. This
DeLucia et al., 2012; Dunleavy et al., 2009;
É could prevent the brain from being overloaded.
Kamarainen et al., 2013; Morrison et al., 201 1).
o
In addition, when the user feels overwhelmed,
Students reported after completing an AR game
stress and other frustration can arise, which will
m called School Scene Investigators: The Case of
c distract the student from the objective of learning.
k
3
the Stolen Score Sheets (SSI) they had a desire
O AR learning environments are often designed to to perform at a higher level, felt a sense of
-*
have many roles in order for students to work in exploration, and 93% of students were more
0)
£ teams and collaborate with each other. Dunleavy curious to learn about forensics (Bressler &
H
et al. (2009) stated, "As is, if one of the roles Bodzin, 2013).
is absent, it severely restricts if not disables the
Students also reported that learning in an AR
game" (p. 19). Student absences are a natural
environment is more stimulating and appealing
occurrence but affect the learning environment
than viewing a traditional slide presentation
drastically. In addition, students who are
(i.e., Microsoft PowerPoint, SmartNotebook)
working without constraints can rush through or
because they preferred the audio, video, and
skip information depending on the AR program,
feeling as if they were part of the 3D model
teacher assertiveness, and intrinsic motivation.
that was transposed into a real physical space
Kamaraien et al. (2013) also found that students
(Serio et al., 2013). Finding "hotspots" also
might rush through the activity without fully
known as "triggers," and using the smartphone
comprehending the information presented in
were both reported as what the students really
that part. Therefore, though AR leads to a high
enjoyed while using AR technology (Kamarainen
engagement level students should be monitored
et al., 2013). Utilizing handheld devices was
to stay on task and on pace as well.
considered the most motivating and engaging
As AR scenarios are developed for the classroom factor when students played the AR simulation
the developers must be aware of their target game Alien Contact ! (Dunleavy et al., 2009).
audience. For example, Enyedy et al. (2012)
AR is continuously growing and improving
made a point that the AR technology used in
every day, and using students' feedback allows
their experiment was made for students to
AR technology developers to incorporate these
be able to make right and wrong decisions in
helpful tips to improve user experience. Students
order to foster play; however, this would not be
had issues keeping the AR superimposed
the ideal situation for older students learning
images in the right position; they could not
physics. Therefore, the cognitive development
of the students should be taken into consideration select an image as well as they would have
liked, and sometimes the image was shaky,
when developing programs as well as utilizing
which could ultimately lead the program to lose
already existing AR applications.
the image altogether (Iordache & Pribeanu,

REACTIONS 2009; Serio et al. 2013). DeLucia et al. (2012)


noticed that when using AR technology the
Students students had to hold the mobile device in order
Overall, students reacted positively to using AR
to complete the activity, which limited the
technology both in and outside of the classroom.
users' maneuverability. To work around these
AR is a fairly new development within the field
situations, Morrison et al. (201 1) found that
of education, and there are areas that students
users would sit down to stabilize their device.
reported that need improvement. AnnettaOtheret researchers used head-mounted displays
al. (2012; as cited in Benford and colleagues,
(HMD) for students with muscular dystrophy,

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cerebral palsy, and arthogerposis to experience introducing complex technical equipment to their 103
AR simulations (Arvanitis et al., 2009). These students so they can take part in AR activities >
students used the HMD because they depended (Enyedy et al., 2012). C
(fi
on a wheelchair for their mobility. Students 3
Teachers are concerned with the programming (D
felt embarrassed and self-conscious wearing 3
and coding that is required to integrate AR v+
the HMD, and they also found the device 0
activities into their classrooms. Software is
uncomfortable. Both Arvanitis et al. (2009) a
being developed (i.e., The Art of Illusion) 30
and Iordache and Pribeanu (2009) reported
in order for teachers to focus on building 0
stress on student vision after completing the AR SL
educational content and not having to worry
simulation. However, Goodrich (2013) noted S
about programming skills (Billinghurst & <
that technology developers are already working >
Dunser, 2012). Another concern is how quickly
on a more user-friendly AR technology called "ö
some students are completing the AR activity ■ö
Google Glass. This device is set up like a pair
in comparison to other students. Going through O
of glasses the student could wear with ease 0»
the activity too quickly, as the student cannot p*
and confidence. The superimposed images are ■■■

wait to see what will come up next on the screen, o


displayed to the glasses through a small projector 3
can hinder their comprehension (Kamarainen et (0
that is viewed only by the individual student.
al., 2013; Dunleavy et al., 2009). In contrast, 5'
Researchers are working on expanding this
Serio et al. (2013) mentioned that students who m
technology to include bionic eyes that function a
finished early or could fix technical problems c
without the glasses and would have far reaching o
were willing to help other students. When tú
potential for students with visual impairments m¥
using AR on a field trip, teachers expressed mm ■

(DNews, 2013). O
concern with how they would manage all of the 3
GPS is a major factor in completing AR technology, along with technical difficulties that
simulations. GPS signals are not normally arise throughout the trip - on their own.
obtained in a building and to adapt, in order
Some AR simulation games require a significant
for AR simulations to function properly inside
amount of complex material the student must
a classroom, QR codes have been developed.
process. For example, running the mobile
The mobile device using AR technology can
device, using the AR software, following the
scan a QR code and retrieve the information,
navigation, completing all the required tasks
where it is then loaded on the device (Bressler &
for the activity, and collaborating with peers
Bodzin, 2013; DeLucia et al., 2012). Dunleavy
about the information, can be quite daunting
et al. (2009) found that the biggest limitation
tasks, even for a student who is advanced at
for students and teachers while completing a
multitasking. Teachers are always looking out
simulation was GPS error.
for the best interest of their students resulting in
Educators worry that AR simulations may cause students
Educators may feel alarmed as if AR will
to have cognitive overload. Students reported
"overtake" their classrooms; it seems that
cognitive overload when participating in an
once students experience this type of learning,
outside AR game, and teachers could expect this
they will not go back to their previous
to ways
be more likely to happen when students are in
of learning. However, Annetta et al. (2012)
an unfamiliar area (Dunleavy et al., 2009).
expresseed that AR can be an activity to
Administration
engage students in future units and discussions.
One of the advantages of AR simulations is it
Billinghurst and Dunser (2012) believe that
allows students to participate in multiple field
AR is a new form of face-to-face instruction, as
trip-like experiences from the comfort of their
students share the learning experience. Teachers
own building, which can be a huge incentive for
have reported students taking responsibility
districts that are affected by budget constraints
and ownership of their learning (Kamarainen
(Dunleavy et al., 2009). AR simulations can take
et al., 2013). Therefore, educators using AR
place in or outside of the traditional classroom,
technology are becoming facilitators to their
and administrative support is needed in all
students. Even within the elementary grade
cases. For example, administrative approval
levels, teachers plays a very important role
is needed anytime traveling outside of the
in engaging the students, especially when

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All use subject to https://about.jstor.org/terms
104 school's premises. Innovative teachers can problem solving skill sets and behaviors that are
tfi capture administrative support for their studentsnecessary for learning, the tendency for student
O
using AR technologies by maintaining strong competitiveness, and the infancy of effective
"■3
3 classroom management skills and, equally instructional design. How these challenges
4*
CA important, facilitating good instruction factor into placement of AR materials in a single
> (Annetta et al., 20 12). classroom or broad age level warrants extensive
0)
O focus by future researchers. Although much
Õ IMPLICATIONS FOR RESEARCH of the research focuses on student or teacher
c
reactions
The importance of this literature review is thatto AR in the classroom and how it can
o
be used,
it not only showcases the current trends in AR the technology itself has not allowed for
£ technology but also its focus on the increased
long-term studies on the appropriate guidelines
O to implementation
research and potential further application in the that will assure student
"cõ educational setting. Several components remain
growth and achievement of learning goals. The
c
k
to be explored. When using AR outside of theeffect of AR past a single classroom
long-term
3
O classroom, teachers and students are able to use
or group of students needs to be evaluated and
->
compared. DeLucia et al. (2012) suggested that
this as a tool for physical activity (Dunleavy
O
£ et al., 2009). Linking learning with exercise
the effects of their AR system be evaluated over
H
and activity in an educational way cana longer
improveperiod of time. Supplementary research
the perception that technology createscould explore what is the most appropriate range
a non-
interactive environment (NAEYC & Fred Rogers
of members utilizing AR in groups and when is
Center, 2012). Since AR varies in thethe
amount offor AR to be introduced (Dunleavy
best time
room required, there is a concern for et
howal., 2009).
muchTo further expand upon possible
future research, additional studies would need
space is needed in order to make implementation
successful (Dunleavy et al., 2009; Morrison et if
to seek out al.,
students using AR communicate
20 1 1 ; Wither, Tsai, & Azuma, 2011). more
Particular
effectively and frequently compared to
students who
interest within AR is that it has not expanded to are not exposed to AR platforms
(Arvanitis
fully utilize other learning styles, such as audio et al., 2009; Rigby & Przybylski,
and kinesthetic (Billinghurst & Dunser,
2009).
2012).
Throughout the multiple studies that
Another is that the amount of visual information were examined, many of them suggested further
that can be displayed on the screen can be analysis in what types of AR platforms would
overwhelming to students. Studies should further be the best fit for educational purposes (Azuma,
explore the effects AR has on cognitive load in Baillot, Behringer, Feiner, Julier, & Maclntyre,
the brain and how much information should be 2001; Dunleavy et al., 2009; Forsyth, 2011;
displayed before it turns from a beneficial device Iordache & Pribeanu, 2009).
into a distracting device (Bressler & Bodzin,
2013; Van Krevelen & Poelman, 2010). Many CONCLUSION
educators are already concerned with how to AR has already begun to help students
hold students' attention to keep them engaged learn more efficiently as well as increase
throughout the lesson and maintain focus beyond their knowledge retention (Billinghurst &
the novelty of the technology (Kamarainen et al., Dunser, 2012). However, before AR becomes
2013). In one study, Serio et al. (2013) discussed mainstream in education, like desktops, lapto
how AR could potentially increase memorization tablets, and even cell phones have become,
and concentration skills and suggested that special consideration must be taken into acco
further research should be conducted to validate on the usability, cost, power usage, visual
these claims. appearance and the like, in order for content
AR simulations activities to become part of t
Educators must be digitally literate with an
regular academic curriculum (Van Krevelen
understanding of child development theory
& Poelman, 2010). AR has proved to be an
to select digital tools that are age specific and
engaging way for students to participate in
avoid the potential negative impact on learning
their learning. This new technology allows
(NAEYC & Fred Rogers Center, 2012).
the learning to be student-centered and create
Dunleavy et al. (2009) pointed out the challenges
opportunities for collaboration that fosters a
of using AR before students have collaborative
deeper understanding of the content. AR is

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All use subject to https://about.jstor.org/terms
on the way to becoming an important part of 105
education, and its use will continue to grow. >
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Misty Antonioli is a high school mathematics 3


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106 REFERENCES

(ft

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