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Augmented Reality in Education: Current Status and Advancement of the Field

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Augmented Reality in Education

Abstract

Despite the substantial body of work and positive reported outcomes of AR (Augmented Reality) usage for education, researchers claim that compared to other digital technologies such as multimedia and web services for teaching and learning, research in AR is still at an early stage, with the majority of studies being short-term, one-time experiments with high variability in the effect size. AR-based applications targeting the educational sector are becoming ever more available with even low-cost smartphones supporting visualization of AR content. Regardless of the fact that the number of downloads of these applications exceeds millions, and assuming they are used in educational settings, we still lack longitudinal reports on how AR affects learning outcomes (compared to other technologies). This chapter looks at the current status of AR in education from different points of view: widely available technologies, types of AR learning experiences for education, capabilities for authoring AR, suitable audiences and topics, and the status of research of AR in education. The chapter summarizes each of these points of view and looks at the possibilities to advance the field.

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Notes

  1. 1.

    Google Play store: Google Expeditions. https://play.google.com/store/apps/details?id=com.google.vr.expeditions&hl=en.

  2. 2.

    Wikipedia. ARToolKit. https://en.wikipedia.org/wiki/ARToolKit.

  3. 3.

    Apple ARKit. https://developer.apple.com/augmented-reality/arkit/.

  4. 4.

    Google ARCore. https://developers.google.com/ar/.

  5. 5.

    Google. Bring your lessons to life with Expeditions. https://edu.google.com/products/vr-ar/expeditions/.

  6. 6.

    Create WebXR. Augmented reality on the web. https://www.createwebxr.com/webAR.html.

  7. 7.

    Android developers. Distribution dashboard. https://developer.android.com/about/dashboards.

  8. 8.

    Apple store. Support: Apple Developer. https://developer.apple.com/support/app-store/.

  9. 9.

    Whether bringing the devices to school is acceptable or not and the discussion about possible consequences related to the (prolonged) use of smartphones (either at home or at school) by younger children and teenagers is beyond the scope of this chapter.

  10. 10.

    Microsoft HoloLens. https://www.microsoft.com/en-us/hololens/.

  11. 11.

    Magic Leap. https://www.magicleap.com/.

  12. 12.

    See for example TES Global. https://www.tes.com/resources/search/?q=%23Googleexpeditions.

  13. 13.

    The panoramas can be viewed with a low cost VR headset Google Cardboard viewer. https://arvr.google.com/cardboard/.

  14. 14.

    Google Poly platform to upload, manage and distribute 3D content. https://poly.google.com/.

  15. 15.

    Google’s list of VR Expeditions. https://docs.google.com/spreadsheets/d/1uwWvAzAiQDueKXkxvqF6rS84oae2AU7eD8bhxzJ9SdY/edit#gid=0.

  16. 16.

    Virtual tour of the Škocjan caves educational trail. https://skocjan.hicuplab.com/. YouTube video: https://youtu.be/ExoGTohXvt8.

  17. 17.

    SCANN3D application for Android. https://play.google.com/store/apps/details?id=com.smartmobilevision.scann3d&hl=en.

  18. 18.

    Scandy Pro 3D Scanner application for iOS. https://apps.apple.com/us/app/scandy-pro/id1388028223?ls=1.

  19. 19.

    Structure IO sensor. https://structure.io/.

  20. 20.

    Skanect 3D scanning software from Windows and macOS. https://skanect.occipital.com/.

  21. 21.

    Sketchfab online library of AR and VR content. https://sketchfab.com/.

  22. 22.

    SCORM Explained 201: A deeper dive into SCORM. https://scorm.com/scorm-explained/.

  23. 23.

    Tes lesson plans including the use of Expeditions application. https://www.tes.com/resources/search/?q=%23Googleexpeditions.

  24. 24.

    Google Glass Enterprise Edition: https://www.google.com/glass/start/.

  25. 25.

    CIRCL. Virtual Reality in Educational Settings. https://circlcenter.org/events/cyberlearning-2017/expertise-exchanges/vr/.

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Acknowledgements

The authors acknowledge the European Commission for funding the InnoRenew CoE project (Grant Agreement 739574) under the Horizon 2020 Widespread-Teaming program and the Republic of Slovenia (Investment funding of the Republic of Slovenia and the European Union of the European Regional Development Fund). The research was also supported by the Slovenian research agency ARRS (P1–0383 and J1–9186).

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Kljun, M., Geroimenko, V., Čopič Pucihar, K. (2020). Augmented Reality in Education: Current Status and Advancement of the Field. In: Geroimenko, V. (eds) Augmented Reality in Education. Springer Series on Cultural Computing. Springer, Cham. https://doi.org/10.1007/978-3-030-42156-4_1

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