Our Project Aim:
- To develop a framework and resources to support the development of Augmented Reality in the classroom and other learning contexts
Augmented Reality (AR) is identified as a key emergent technology in the NMC Horizon Higher Education Preview (2014) and the pedagogic context of its use as an education tool is the focus of research by assessment expert Bloxham (Bloxham, 2013). The increased use of Smartphones, individual devices for accessing the internet is rapidly increasing – in 2012, over 40 million subscribers accessed the internet via their mobile phones, an increase of nearly 9 million since 2011 (OFCOM 2013). Just 39 percent of high school students said that their school is currently meeting their technology needs according to the 21st Century Classroom Report (CDW-G 2011); students at University are expecting academic staff to lead in the use of technology for their learning (Bradley & Holley 2011). Thus, the increasing coverage and use of BYOD makes it feasible to implement AR in different learning contexts, and Fink (2012) suggests that sufficient students now have access to the mobile devices that can make the most of these materials. Although utilising sophisticated technology, the tools and development environment are accessible to non-experts (Vuforia 2014), (Aurasma 2014), so as well as integrating AR resources into the curriculum it is possible for students and staff to create their own artefacts in a constructive learning context.
Project supported as an Anglia Learning and Teaching (LTP) project