
Lucas Kohnke
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Adam Leskis
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Augmented reality (AR) is relatively new in English language
teaching and gaining momentum among teachers as it can bring an ordinary
environment, such as the typical language classroom, to life with
stimulating visual imagery. Today’s learners have access to mobile
phones and tablets with software that allows for viewing real-life
objects (e.g., tables, walls, and even the students themselves) with
virtual media overlaid in the camera of a mobile device. Thus, AR adds a
new interface between reality and relevant digital information to allow
learners to gather information about a particular place, its meaning,
its users, and even the language that is appropriate in that place. This
can lead to a high level of engagement with the context and environment
and the language needed to convey the learner’s ideas (Klopfer, 2008)
by manifesting a virtual learning playground from a traditional
classroom.
Augmented Reality in Education
Augmented reality is not a new concept, though unfortunately it
is most often associated with pure entertainment rather than language
learning specifically. However, in recent years the beneficial
pedagogical applications have received growing attention in the
literature, with numerous authors detailing positive benefits. AR has
been found to assist students in developing their ability to solve
problems, think critically, and collaborate effectively (Wasko, 2013);
provide an authentic learning experience (Klopfer, 2008); increase
motivation and in-person and asynchronous collaboration (Dunleavy, Dede,
& Mitchell, 2009; Billinghurts & Duersner, 2012); and
provide better performance and foster a positive learning attitude
(Jerry & Aaron, 2010). In addition, AR’s transferability and
context sensitivity make it ideal for all learners (primary to
university; Klopfer, 2008).
So, how do we do it? In this article, we provide initial
suggestions and practical strategies to get started with AR in a way
that situates the learner right at the heart of a virtual world brimming
with the capacity to engage their creativity and engender cooperative
collaboration.
Augmented Reality Applications
To use AR apps with your learners, you need two items: an
AR-enabled application and a “trigger.” The app will allow you to see
the augmented content, and the trigger is what makes the augmented
content appear. So, in your classroom, the trigger can be any image or
object (you decide yourself), and you simply point your mobile device at
the trigger to activate the augmented content. Following, we introduce
one simple AR app interface and provide some basic ideas that can have a
positive impact on our pedagogical practice.
Aurasma
Aurasma’s (available for iOS
and Android) image-recognition technology uses a mobile device’s camera
to recognize objects in the real world and then overlay information on
top of them, such as videos, animations, and links to web pages. Aurasma
lets you create and share your own AR/content called an “aura.” Create a
classroom channel and then add your aura. Have all your students
follow, and this will streamline and standardize all of your content.
Auras will make less-than-exciting lessons come alive, and students can
work at their own pace and reveal information when they are ready for
differentiated instruction. Following are some sample activities using
Aurasma.
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Role-playing: Role-playing provides
opportunities for immersive gaming environments where students can
assume new identities. These new identities (e.g., nurses, engineers,
and designers) can afford ideal preparation for future workplace
environments by creating a rich context. Introduce new vocabulary on a
given topic or unit and provide one trigger, which you have created
prior to the class, for each student. Then have students mingle in class
while carrying the trigger that is associated with their character. For
example, if blueprints is one of the vocabulary
items introduced as relevant for engineers, one of the triggers could be
actual blueprints held by a student (or, more likely, a simple
rolled-up poster). As they mingle, students will trigger each other’s
auras and guess their occupation, weaving the vocabulary into their
dialogue as they mingle. The content overlaid in the aura could even be
generated from previous student work. The aura for the engineer, for
example, could include pictures of activities that engineers do, or even
just phrases describing engineering. The students could be awarded
points for each correct occupation they guess or for identifying the
items held by the other students. There are many alternative ways to
incorporate role-play using Aurasma with your students, and it provides
an excellent opportunity to focus on accuracy or fluency in an
interactive environment (e.g., correct guesses vs. guesses per
minute).
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Augmented handouts/worksheets: Providing
extra content allows students opportunities to leverage additional
resources for activities covered in class. This additional content is
especially helpful if we teach classes with mixed abilities, and it is
helpful with independent learning. As you prepare your lessons, look at
images, words, and activities in your student books (or handout) and
create an aura that will link to additional explanations or relevant
websites or YouTube videos.
For example, an excellent use of this activity would be to
provide nursing students with links enabling them to view a
three-dimensional model of the human heart alongside a handout
containing purely textual information. Another augmentation, for
example, would be having environmental studies students view an animated
depiction of the projected rise in sea level while reading a text
describing the effects of climate change. These methods allow students
to work at their own pace exploring differentiated materials in ways
that best suit their learning styles. This method of augmentation
transforms regular monomodal handouts into engaging multimodal methods
of providing input to the students, and, more important, the students
are able to take this enhanced input with them wherever they go.
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Embedded rubrics: Students can reference
scoring criteria for assignments any time and from anywhere using AR.
Although the technology isn't sophisticated enough to allow students to
view their scores in real-time, they could easily view different aspects
of a speaking quiz through their mobile device, reminding themselves of
the different objectives and content they should cover. Though this
would be less authentic for a speaking quiz targeting in-person
discussions, it would be ideally suited for a job interview over Skype,
as the speakers would already be looking at their devices during the
conversation.
Why This Works
By allowing students to take the initiative to access and “play
around” with extra content using AR and Aurasma, it's possible to
scaffold them in learning disciplinary content knowledge and afford them
opportunities to develop collaborative strategies around information
sharing while they take ownership of their learning. AR combines real
lesson objectives with the excitement of using devices in the classroom.
Conclusion
The adoption of AR for second language acquisition purposes has
several benefits, including an authentic and engaging learning
experience, increased motivation, better performance, and fostering a
positive learning attitude. However, as we jump into AR, we should keep
in mind that there are various practical limitations to incorporating AR
with our learners, such as budget, time constraints, network
connections, and increased demands on the teacher. That being said,
incorporating AR with our learners is an exciting new avenue to explore,
as it promises great potential to lead to more engaging and effective
learning.
References
Billinghurts, M., & Duersner, A. (2012). Augmented
reality in classrooms. Computer, 45(7),
56–63.
Dunleavy, M., Dede, C., & Mitchell, R. (2009).
Affordances and limitations of immersive participatory augmented reality
simulations for teaching and learning. Journal of Science
Education & Technology, 18(1),
7–22.
Jerry, T. F. L., & Aaron, C. C. E. (2010). The impact
of augmented reality software with inquiry-based learning on students’
learning of kinematics graph. In V. Mahadevan & G. S. Tomar, 2010 2nd International Conference on Education Technology and
Computer (pp. V2-1–V2-5). Piscataway, NJ: IEEE.
Klopfer, E. (2008). Augmented learning: Research and
design of mobile educational games. Cambridge, MA: MIT
Press.
Wasko, C. (2013). What teachers need to know about augmented
reality enhanced learning environments. Techtrends Tech Trends,
57(4), 17–21.
Lucas Kohnke is a teaching fellow at The Hong Kong
Polytechnic University. His research interests include
technology-supported teaching and learning, professional development
using Information Communication Technology (ICT), and English for
academic purposes course design.
Adam Leskis is a professional software developer,
having left an 8-year career in teaching to focus more on the creation
of digital materials for EFL learners. |