Augmented Reality Tools for Integrative Science and Arts STEAM Education

Similar documents
Development of the A-STEAM Type Technological Models with Creative and Characteristic Contents for Infants Based on Smart Devices

preface Motivation Figure 1. Reality-virtuality continuum (Milgram & Kishino, 1994) Mixed.Reality Augmented. Virtuality Real...

Realization of Multi-User Tangible Non-Glasses Mixed Reality Space

COURSE TITLE: ART GRADE 7 LENGTH: FULL YEAR SCHOOLS: PIERREPONT SCHOOL UNION SCHOOL RUTHERFORD, NEW JERSEY DATE:

A Study on the Preservice Teacher's Creativity Education for the Integration Talent Education

Ubiquitous Home Simulation Using Augmented Reality

Mixed Reality technology applied research on railway sector

CRITERIA FOR AREAS OF GENERAL EDUCATION. The areas of general education for the degree Associate in Arts are:

Fig.1 AR as mixed reality[3]

RUTHERFORD PUBLIC SCHOOLS GRADE 6 ART CURRICULUM. Revision to Remove CCSS and Replace with NJSLS Approved by the RBOE:

Increasing Academic Brand Awareness through Virtual Reality

Exploring Cost Effective AR & VR Options for your Library. Sandy Avila, MLIS, MA Interim Science Librarian University of Central Florida Libraries

Issues in Information Systems Volume 13, Issue 2, pp , 2012

Immersive Mobile Technologies: Virtual/Augmented Reality Technologies in the Classroom

Shrewsbury Borough School District ART Curriculum Guide Grade

Real-time AR Edutainment System Using Sensor Based Motion Recognition

Please go to your Google Play/ Apple Store and download these three free apps (there are ipads available): Aurasma Augment LayAR

Exhibition Strategy of Digital 3D Data of Object in Archives using Digitally Mediated Technologies for High User Experience

RUTHERFORD PUBLIC SCHOOLS GRADE 4 ART CURRICULUM. Revision to Remove CCSS and Replace with NJSLS Approved by the RBOE:

Hoboken Public Schools. Visual and Arts Curriculum Grades K-6

BSc in Music, Media & Performance Technology

Guidelines for Implementing Augmented Reality Procedures in Assisting Assembly Operations

A Study on the KSF Evaluations of Design Management for Korean Small and Medium Companies

Implementation of Augmented Reality System for Smartphone Advertisements

Mohammad Akram Khan 2 India

Implementation of Image processing using augmented reality

Computer Graphics. Spring April Ghada Ahmed, PhD Dept. of Computer Science Helwan University

VIP-Emulator: To Design Interactive Architecture for adaptive mixed Reality Space

Engaging Solutions for Applied Learning Programme

INVESTIGATION ON BEST PRACTICES IN INNOVATION AND RESEARCHES ON EXTRACURRICULAR MEDIA COMPETENCES

Policy for Art and Design

Augmented Reality. ARC Industry Forum Orlando February Will Hastings Analyst ARC Advisory Group

TECHNOLOGY, ARTS AND MEDIA (TAM) CERTIFICATE PROPOSAL. November 6, 1999

About Us and Our Expertise :

Learning Based Interface Modeling using Augmented Reality

N PASSIO SIONP NSION PASSION. Science dreams of a better tomorrow. and realizes the dreams through creativity and imagination.

Chinook's Edge School Division No. 73

Machine Guidance Based Site Control Technology (SCT) for Earthwork Equipment Fleet

One Size Doesn't Fit All Aligning VR Environments to Workflows

PRODUCTION. in FILM & MEDIA MASTER OF ARTS. One-Year Accelerated

A Qualitative Research Proposal on Emotional. Values Regarding Mobile Usability of the New. Silver Generation

Up to 100. App Topic: Mathematics: Building number sense. Educational Goals:

OPEN SOURCES-BASED COURSE «ROBOTICS» FOR INCLUSIVE SCHOOLS IN BELARUS

ENGINEERS, TECHNICIANS, ICT EXPERTS

2016/17 KNOWLEDGE SHARING PROGRAM WITH Costa Rica

A SURVEY OF MOBILE APPLICATION USING AUGMENTED REALITY

Industry 4.0: the new challenge for the Italian textile machinery industry

Theory and Practice of Tangible User Interfaces Tuesday, Week 9

Market Snapshot: Consumer Strategies and Use Cases for Virtual and Augmented Reality

What is Augmented Reality?

MIXED REALITY IN ARCHITECTURE, DESIGN AND CONSTRUCTION

Simulation of Water Inundation Using Virtual Reality Tools for Disaster Study: Opportunity and Challenges

InSciTe Adaptive: Intelligent Technology Analysis Service Considering User Intention

Augmented Reality Lecture notes 01 1

NICE: Combining Constructionism, Narrative, and Collaboration in a Virtual Learning Environment

A Study to Improve the Public Data Management of the City of Busan

A Study on the Components of Visual Perception in. Media Artwork that Increasing Immersion

ART CURRICULUM Kindergarten 2008

Building a comprehensive lab sequence for an undergraduate mechatronics program

Art. Unit Plan: Knot Exploration. March / April Education Janice Rahn. Unit by: Jodi Joly. Unit Plan: Knot Exploration

The Workspace of the Future

I hope the Korean experience can give some implication for India s SME policy.

MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES

As Media Augmented Reality Promotion of College with Marker Logo in Brochure

Engineering Diploma Resource Guide ST150 ETP Research & Design (Engineering)

10 Secrets for Decoding and Developing Students Drawing Skills. Amanda Heyn: AOE Summer 2015 Conference

Forecasting Urban Travel Book Launch Panel Northwestern University, Evanston, Illinois, October 22, 2015

Using Blippar Augmented Reality Browser in the Practical Training of Mechanical Engineers

New Paradigm of Korean Economy: To be More Creative and Innovative

SMART GUIDE FOR AR TOYS AND GAMES

Faculty of Arts and Social Sciences. STRUCTUURRAPPORT Chair Digital Arts and Culture

CITY OF BURLINGTON PUBLIC SCHOOL DISTRICT CURRICULUM Revision Date: 06/25/12 Submitted by: Nancy K. Measey Kurts. Watercolor and Tempera Grades 10-12

DOCTORAL THESIS (Summary)

ISO/IEC JTC 1 VR AR for Education

Today and Yesterday: Present Trends and Historical Research Principles in Art Education

Learning Media Based on Augmented Reality Applied on the Lesson of Electrical Network Protection System

Crafting the Classroom

DESIGN STYLE FOR BUILDING INTERIOR 3D OBJECTS USING MARKER BASED AUGMENTED REALITY

Subject Area. Content Area: Visual Art. Course Primary Resource: A variety of Internet and print resources Grade Level: 3

A Study on the Physical Effects in 4D

Guidelines for Implementing Augmented Reality Procedures in Assisting Assembly Operations

Augmented Reality And Ubiquitous Computing using HCI

Augmented and Virtual Reality

EMBEDDED SYSTEMS AND KINETIC ART A NATURAL COLLABORATION. Erik Brunvand and Paul Stout. Kinetic art contains moving parts

EDUCATORS INFORMATION GUIDE

International Conference on Humanities and Social Science (HSS 2016)

MEDIA AND INFORMATION

The Daniel Zalik Academy. Science, Technology, Engineering, and Design

Enduring Understandings 1. Design is not Art. They have many things in common but also differ in many ways.

Shrewsbury Borough School District Art Curriculum Guide Grade

MIDDLE SCHOOL COURSE OUTLINE

MIXED REALITY BENEFITS IN BUSINESS

immersive visualization workflow

Fire Service College - immersive 3D emergency training

BRIEFING FOR PARENTS OF PRIMARY 2 STUDENTS

Advances In Natural And Applied Sciences 2018 April; 12(4): pages DOI: /anas

The Potential of Augmented Reality to Transform Education into Smart Education

TURNING IDEAS INTO REALITY: ENGINEERING A BETTER WORLD. Marble Ramp

Deriving Strategic Priority of Policies for Creative Tourism Industry in Korea using AHP

Building a Machining Knowledge Base for Intelligent Machine Tools

Transcription:

Volume 118 No. 24 2018 ISSN: 1314-3395 (on-line version) url: http://www.acadpubl.eu/hub/ http://www.acadpubl.eu/hub/ Augmented Reality Tools for Integrative Science and Arts STEAM Education Jin-Ok Kim 1 and Jinsoo Kim 2 1 Ph.D. student, Dept. of Technology Education, Korea National University of Education, Cheongju, 28173, Korea jjok@naver.com 2 Professor, Dept. of Technology Education, Korea National University of Education, Cheongju, 28173, Korea jskim@knue.ac.kr Abstract Background/Objectives: In this paper, we propose a case study in which teachers apply AR education contents to STEAM education by using free applications without acquiring additional specialty or expert knowledge. Methods/Statistical Analysis: In this study, we used the PDIE model proposed by Kim as the methodology to develop an effective STEAM class incorporating AR technology. Students use the Aurasma app to view a masterpiece pre-uploaded by the teacher, who explains the scope of AR. Next, they gain basic knowledge for making convergent artwork that reinterprets the art by utilizing Arduino, LED, servo motor, sensor, etc. with an AR e-book. Findings: This study proposes the use of the Aurasma application and its contents to the STEAM teaching-learning method to further promote AR technology. Augmented Reality has the potential to increase learning efficiency in classrooms by providing valuable information. Students will be able to interact with diverse digital content through AR

class materials that are geared to enhance imagination and creativity. When the Aurasma app recognizes a portrait of Millet, Potato Planters (Millet, 1862), or an Arduino image, respectively, Aurasma overlays the information of the artist, Potato Planters Art production methods onto the original image. Improvements/Applications: Follow-up research will require teachers to apply AR to various materials and fields of study such as AR books, AR gaming, discovery-based learning, and 3D object modeling. Key Words : Augmented Reality, AR, STEAM Education, Arduino, Information Technology. 1 Introduction Due to the recent cutting edge ICT development, IT has become more accessible from homes to communities as people rush rapidly embrace diverse lifestyle changes. In 2016, Augmented Reality(AR) technology was under public spotlight as The Pokemon GO game powered by AR technology gained mass popularity. The Pokemon GO game gained its popularity because one of the most compelling factors of AR is the fact that users can manipulate virtual objects while interacting with real-world surroundings in real time 1,2. Augmented Reality is a cutting-edge technology that affects important elements of the education system, including the advantages of enhancing the level of interest, immersion, and situational awareness 3,4. Due to such media characteristics, augmented reality is attracting attention as a tool that enables learning by doing and authentic learning with an ever-increasing application 5. Following the trend of such dynamic technology developments, the paradigm of education is shifting towards cultivating human resources structured with creative problem solving ability to meet the current digital era.thus, the Korean government has been promoting STEAM, an education system which integrates Science, Technology, Engineering, Art, and Mathematics studies and aims to raise creative talents to lead the future society 6. The philosophy of STEAM integrated education is to provide students who are already accustomed to advanced technology, with creative education,

including cutting-edge technology, so that they do not lose interest in learning when it is unable to keep up with the pace of technology 7. STEAM education research using advanced technology was conducted through various studies, of which a number report the increase of teaching-learning methods using AR technology 8 10. Studies that have adopted AR technology in class have witnessed positive effects in actual improvement of academic achievement and attitudes.therefore, in this paper, we propose a case study in which teachers apply AR education contents to STEAM education by using free applications without acquiring additional specialty or expert knowledge. 2 Theoretical Framework 2.1 Educational use case of augmented reality AR applications combine various virtual objects such as text, audio, and video with the 3D real world environment 11,12. AR is a field of virtual reality which enables a user to view the real world with various visual information in conjunction with a virtual world with its respective host of information all in one scene 1,8,9. Presently, there are growing number of cases where various fields of education have adapted AR. Table. 1 shows the cases of AR utilized in education. The STEAM class materials presented in this study are AR books used as student textbooks which emphasize the process of creating convergent artworks using masterpieces. These significant

teaching-learning materials promote authentic learning materials using open source AR software and offers learners the opportunity to interact with the learning materials. 2.2 Augmented reality in STEAM Education AR is a technology which enables the integration, collaboration, and real-time interaction of real and virtual objects into reality. Educators support that applying the advantages of AR techniques to education can facilitate 4 facets of learning: practical, experiential, active, and cooperative 4. Since the 1990s, AR has been used in advertising and for educational purposes in some large companies. Recently, cases of AR used in educational environments showed a steady increase due to improved processing capabilities of smart devices and display devices 5,11,13. Considering the facts herein, we have summarized the characteristics of AR application adaptable in the classroom environment in Table. 2. In this study, we selected Aurasma as the most appropriate AR software for classroom lessons and conducted the research 14. The benefits of AR technology are applied to STEAM education with the goal of improving interest and involvement in science by using cutting-edge technology. In addition, AR is highly valuable for activity-centered STEAM education because it can assist learnercentered activities and help learners increase scientific knowledge and understand concepts.

3 Methodology 3.1 STEAM instruction design using AR To fully utilize AR as a learning resource, the systematic instructional design for successful learning is important. In this study, we used the PDIE model proposed by Kim as the methodology to develop an effective STEAM class incorporating AR technology 7. The PDIE model is a systematic instructional design process that structures student-centered learning and can be applied to develop diverse STEAM classes. Figure. 1 shows the structuring process a STEAM class using AR. 3.2 Composition of STEAM class contents based on augmented reality This study was designed for a STEAM class of 6th graders at an elementary school. The emphasis of this STEAM class was science-

art convergence with the use of an AR application. Table. 3 shows example of how the STEAM class plans to adapt augmented reality. Students use the Aurasma app to view a masterpiece pre-uploaded by the teacher, who explains the scope of AR. Next, they gain basic knowledge for making convergent artwork that reinterprets the art by utilizing Arduino, LED, servo motor, sensor, etc. with an AR e-book. Finally, the motion image of the completed convergent artwork will be overlayed with the existing image of the masterpiece into an AR content with Aurasma. 4 STEAM Class Application Example of Augmented Reality Contents This study posits that students can appreciate convergent artwork reinterpreted from an existing masterpiece through augmented reality using a mobile app called Aurasma. Kim proposed the convergent artwork comprising Arduino, various sensors and actuators, and an Android-based control system 15. Students were found to enjoy examples of renowned artworks presented in textbooks as ARbased convergent art. Figure 2 shows the study examples of ARbased instructional materials to be used in STEAM classes. When the Aurasma app recognizes a portrait of Millet, Potato Planters (Millet, 1862), or an Arduino image, respectively, Aurasma overlays the information of the artist, Potato Planters Art production methods onto the original image. This paper proposes a method of constructing a marker image of the AR-based STEAM class and its augmented reality contents in Table. 4.

5 Conclusions As IT technology becomes an integral part of classroom instruction, teachers and researchers strive to utilize cutting-edge technology to introduce efficient and engaging teaching and learning methods. Much research is conducted on AR, one of the most advanced technologies in the field of educational applications, in order to analyze its effect in learning by learners in diverse research environments. This study proposes the use of the Aurasma application and its contents to the STEAM teaching-learning method to further promote AR technology. Augmented Reality has the potential to increase learning efficiency in classrooms by providing valuable information. Students will be able to interact with diverse digital content through AR class materials that are geared to enhance imagination and creativity. Future research will require teachers to apply AR to various materials and fields of study such as AR books, AR games, discovery learning, and 3D modeling.

6 Acknowledge This research was supported by Korea Foundation for the Advancement of Science & Creativity(KOFAC) funded by the Ministry of Education References [1] Godwin-Jones R. Emerging Technologies Augmented Reality and Language Learning: from Annotated Vocabulary to Placebased Mobile Games. Language Learning & Technology. 2016, 20(3), pp. 9-19. [2] Serino M, Cordrey K, McLaughlin L, Milanaik RL. Pokemon Go and augmented virtual reality games: a cautionary commentary for parents and pediatricians. Current opinion in pediatrics. 2016, 28(5), pp. 673-77. [3] Billinghurst M. Augmented reality in education. New horizons for learning. 2002, 12. Retrieved from http://www.solomonalexis.com/downloads/ar edu.pdf. Date accessed: 01/02/2017. [4] Shelton BE. Augmented reality and education: Current projects and the potential for classroom learning. New Horizons for Learning. 2002, 9(1). [5] Lee K. Augmented reality in education and training. TechTrends. 2012, 56(2), pp. 13-21. [6] Ministry of Education, Science, and Technology (MEST). Future Korea by Creative Human and Advanced Science and Technology, Republic of Korea. 2010. [7] Kim, J. STEAM Education Theory. Yangseowon Publication Company : Seoul, 2012. [8] Kurniawan E, Lee BG, Lee SH. An Implementation of a Cloud Service based Augmented Reality for Improved Interactivity. Indian Journal of Science and Technology. 2016, 9(46), pp. 1-4.

[9] Cho K, Kim H, Lee Y. Augmented Reality Coloring Book with Transitional User Interface. Indian Journal of Science and Technology. 2016, 9(20), pp. 1-5. [10] Hye KJ, Mi KY, Geun KM, Jee SE. Kidult contents development using mobile augmented reality. Indian Journal of Science and Technology. 2015, 8(S9), pp. 518-25. [11] Azuma RT. A survey of augmented reality. Presence: Teleoperators and virtual environments. 1997, 6(4), pp. 355-85. [12] Milgram P, Kishino F. A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems. 1994, 77(12), pp. 1321-9. [13] Asgari S, Mehrpouyan A. IT Trends and Practices for E- Learning Development in Higher Education. Indian Journal of Science and Technology. 2016, 9(48), pp. 1-9. [14] Aurasma. 2017. Retrieved from: www.aurasma.com. Date accessed: 01/02/2017. [15] Kim, J. Study on SW Education and STEAM Education using Arduino for Technology Subject. Korean Journal of Technology Education, 2015, 15(1), pp. 22-48.