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Using Augmented Reality to Engage STEM Students with an Authentic Curriculum

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E-Learning, E-Education, and Online Training (eLEOT 2015)

Abstract

This paper reports on the introduction of a set of ‘Augmented Reality’ (AR) tasks, offering an innovative, real world and problem based set of activities for a group of first year University Gaming and Computer Science students. Our initial research identifies a gap in the perceptions of STEM students between the usefulness of discipline based modules and a compulsory ‘Professional Development’ module where more ‘employability’ based skills were delivered. It had a history of poor student engagement and attendance, and failed to provide a compelling narrative/links to the outside world. The AR tasks were designed to facilitate group-working and multi-channel communication, and to engage students through the use of a more creative technology. Framed as a rich case study, insights are captured through student blogs, video interviews and a questionnaire. Initial findings indicate higher levels of satisfaction, enhanced student engagement and a greater awareness of the value of transferable skills.

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Correspondence to Mike Hobbs .

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© 2016 Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

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Hobbs, M., Holley, D. (2016). Using Augmented Reality to Engage STEM Students with an Authentic Curriculum. In: Vincenti, G., Bucciero, A., Vaz de Carvalho, C. (eds) E-Learning, E-Education, and Online Training. eLEOT 2015. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 160. Springer, Cham. https://doi.org/10.1007/978-3-319-28883-3_14

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  • DOI: https://doi.org/10.1007/978-3-319-28883-3_14

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-28882-6

  • Online ISBN: 978-3-319-28883-3

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