Augmented Reality and Education
âAugmented reality follows the design paradigm of developing a virtual incarnation of the real world, with digital information, meaning it overlaying digital information on top of real-world problems in a simulated environment.â (Kourouthanassis et al, 2015).
The use of augmented reality in education brings about enriched ways of teaching and learning, through powerful, emotive visual models. Visual models help bring to life educational concepts, which in this project is addressing the concept of consequential actions. (Billinghurst, 2012). According to Dunleavy & Dede, (2014), visually scanning the scenario stimulates better learning processes, therefore creating a larger more robust learning cycle. This, in the long run, improves the amount of knowledge remembered and enhances oneâs mental and physical dexterity to the project.
According to Bates & Pool (2012), the best teaching method for children and young adults is interactivity through augmented reality. Augmented reality gives people the ability to see, observe, hear and feel; combining the three learning styles - visual, aural and verbal. In the long run, this results in increased sensory development, knowledge and understanding, thus, helping reinforce learned concepts. (Talk Business, 2019). To use such technology, as an educational tool, would create higher interaction with the project, therefore leading to a greater amount of information retained and awareness created around polar bears, other species, everyday actions, climate change, and global warming.
Augmented Reality and Emotion
âPlaying with someoneâs emotions through augmented reality improves a usersâ immersion and engagement with the augmented reality scenario.â (Kourouthanassis et al., 2015). Having entities with emotional behavior, human characteristics or portraying emotion in the user is a key feature for people to perceive the underlying message of the augmented reality environment. (Mocholi et al., 2006). This will allow the user to take more depth, knowledge, and understanding from the project, and in this instance hopefully, make a change towards their actions.
The main feature to make augmented reality environments successful is to induce or create a feeling of presence in the user. (Mocholi et al., 2006). In Riva et al., (2015), study with 51 participants, their goal was to analyze the possible use of augmented reality as an effective emotion medium. Their study found that the feeling of presence was created in emotionally stimulating environments where anxiety, anger or sadness was present, which they believe was due to being âheartfeltâ. These emotions tend to be more powerful in the human mind and therefore when used to address an issue through augmented reality, create more of an âafter-effectâ within the user, hopefully igniting change in our project.
Through combining the three learning styles, it increases oneâs ability to take action for their actions, it is a great platform to encourage and educate the user to make changes and to understand the detrimental effects of such actions. Using these models of anger as an emotion entity correctly will encourage people to analyze and solve existing problems or think of alternatives relating to the theme of our project. The expression of anger, is context-dependent, taking different forms in different settings, which is why combining such a large social issue with subconscious habitual actions could generate a larger emotional connection.
Bates, A. W., & Poole, G. (2012). Effective Teaching with Technology in Higher Education: Foundations for Success. London, England: ERIC.
Billinghurst, M. (2012). Augmented reality in education. New horizons for learning, Tech Trends, 12(5), 1-5. Â https://doi.org/10.1007/s11528-012-0559-3
Dunleavy, M., & Dede, C. (2014). Augmented reality teaching and learning. London, England: Springer.
Kourouthanassis, P., Boletsis, C., Bardaki, C., & Chasanidou, D. (2015). Tourists responses to mobile augmented reality travel guides: The role of emotions on adoption behavior. Pervasive and Mobile Computing, 2(18), 71-87.
MocholĂ, J. A., Esteve, J. M., JaĂ©n, J., Acosta, R., & Xech, P. L. (2006, September). An emotional pathfinding mechanism for augmented reality applications. International Conference on Entertainment Computing 3, (13-24). Springer, Berlin, Heidelberg.
Riva, G., Mantovani, F., Capideville, C. S., Preziosa, A., Morganti, F., Villani, D., & Alcañiz, M. (2007). Affective interactions using virtual reality: the link between presence and emotions. CyberPsychology & Behavior, 10(1), 45-56.
Talk Business. (2019). The Benefits of Augmented Reality in Education and Learning Process. Retrieved from
https://www.talk-business.co.uk/2018/07/09/the-benefits-of-augmented-reality-in-education-and-learning-process/