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Session Type: Symposium
Understanding academic content is enriched by experiences in real environments. Field trips, both real and virtual, lead to increases in knowledge. Yet, the real world can be a difficult learning environment; students may be distracted by the novelty of the social and physical context of the experience, may be overwhelmed by too much information, and may struggle to discern where to direct their attention. Augmented reality (AR) is an immersive experience utilizing mobile, context-aware technologies (e.g., smartphones, tablets), and software that enables participants to interact with digital information embedded within the physical environment. Researchers are studying the extent to which AR may aid in overcoming the challenges students face in motivation and learning of academic content during real world experiences.
Mixed-Methods Assessment of Scientific Practices Demonstrated During a Vision-Based Augmented Reality Game - Denise Bressler, Stevens Institute of Technology
Mobile Technologies Support Student Understanding of Variability in Messy Real-World Data in Ecosystem Science - Amy M. Kamarainen, Harvard Graduate School of Education; Denise Bressler, Stevens Institute of Technology; Shari J. Metcalf, Harvard University; Tina A. Grotzer, Harvard University; Christopher J. Dede, Harvard University
Designing for Designers: Designing Augmented Reality Tools to Facilitate Youth Ownership - Judy Perry, The Education Arcade; Eric D. Klopfer, Massachusetts Institute of Technology