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Integrating a mobile augmented reality activity to contextualize student learning of a socioscientific issue
Author(s) -
Chang HsinYi,
Wu HsinKai,
Hsu YingShao
Publication year - 2013
Publication title -
british journal of educational technology
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.79
H-Index - 95
eISSN - 1467-8535
pISSN - 0007-1013
DOI - 10.1111/j.1467-8535.2012.01379.x
Subject(s) - computer science , citation , library science , world wide web
Augmented reality (AR) technologies are identified as one of key emerging technologies for education in the next 5 years (Johnson, Levine, Smith & Haywood, 2010). AR takes advantage of virtual objects or information overlaying physical objects or environments, resulting in a mixed reality in which virtual objects and real environments coexist in a meaningful way to augment learning experiences (Arvanitis et al, 2007; Dunleavy, Dede & Mitchell, 2008). The recent development of mobile devices makes it possible for mobile AR environments to support outdoor learning enhanced by computer simulations and virtual objects with the focus on real environments (Dunleavy et al, 2008). Although more research is needed to investigate pedagogical topics using AR to enhance learning (Rushby, 2012), relatively little has been done regarding how to integrate AR to enhance the learning of socioscientific issues (SSI) that are real world, socially significant, and rooted in science. AR could leverage students’ learning of SSI because it could enhance their senses of presence, immediacy and immersion (Bronack, 2011) and situate learning in authentic environments that may in turn result in students making more informed decisions considering all environmental-related factors (Klopfer, 2008; Squire & Klopfer, 2007).

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