Researching Emerging Technologies and Environments in Support of New Learning Scenarios

Preview:

Citation preview

Powerpoint Templates

RESEARCHING EMERGING TECHNOLOGIES AND ENVIRONMENTS

IN SUPPORT OF NEW LEARNING SCENARIOS

International Conference onInformation Technologies (InfoTech-2011)15-16 September 2011, St. St. Constantine and Elena, Bulgaria

Malinka Ivanova, Technical University –Sofia, BulgariaSteve Wheeler, University of Plymouth, UK

Aim

the trends, perspectives and experiences in learning environments building utilizing emerging technologies to be summarized and analyzed

Emerging technologies

- Emerging technology is a media that is coming into view, coming into existence, or coming to commonality- It is reshaping the nature of education, transforming classrooms into more engaging, collaborative and productive learning environments- instructions can be customized to student’s specific needs, interests and learning styles- It is redefining the way educators teach as well as the role they serve – from a source of information to being a guide, facilitator and coach in the learning process

Source: http://schoolcomputing.wikia.com/wiki/Emerging_Technologies

Emerging technologies

-Blog-Wiki-Podcast-Social Bookmarking-Social networking-Virtual worlds-Mobile educational applications-Augmented reality-Educational games-Tablet computers-Interactive whiteboards-Learner response systems

possibilities to connect three major dimensions of learning resources: learning collaborators, learning content, and learning services

Mobile technologies

• propose increasing learners’ capability to transport their own learning environment in time and location

• gaining of given learning experiences - working local or remote with content, access to services and interactions among learners and educators through written messages, images, video and voice

Why mobile learning?

Key advantages of mobile technologies:1. no time constraints2. no location border3. easier access to (multimedia) content,

knowledge and people4. giving opportunities for just in time learning, for

location based learning, community based learning, personal learning

Specification of mobile learning environment

• consist of portable communication devices and specific mLearning applications

• for effective learning realization: – correct definitions of learning objectives and learning

activities– the achievement of desired learning experiences– the choice of appropriate components of the mobile

environment– analysis of the learning context

Learning objectives and learning activities

• planning of appropriate learning activities for achievement of effective learning experience, receiving new or improving existing skills

• enabling some form or social interaction can encourage group experiences or the facilitation of relevant collaborative learning throughout

• can engage the learner, facilitating self-motivation and self-regulation

• achieving positive outcomes• carefully organised content should enhance the learning

experience by enabling the learner to make better sense of the material

Mobile learning context

Collaborative learning

Situated learning

Informal and lifelong learning

Observation-based learning

Game-based learning

Blended learning

Personal learning

Features of a mobile learning environment

• Mobility - learners have continuous access to content and services and connections with their peers/tutors

• Communication realization - Learners/educators can be in perpetual contact

• Management of profiles and roles • Suitable user interface - should meet users’ needs without

imposing unnecessary complexity, slow operation or excessive power consumption upon them

• Access to rich media objects - mLearning content should be delivered in small chunks rather than large units of information, which can be supported by appropriate use of different media types

• mLearning methods for access to stored information and services through the limited input functionalities of mobile phones are time-consuming and sometimes frustrating

• looking for different ways for effective deployment of mobile technologies and their increased impact among a wide range of audiences

QR codes – a promising technology providing learners with speedy and ready access to multimedia learning resources, information and services

What is QR code?

• QR Code - a two-dimensional symbol• invented in 1994 by Denso, one of major Toyota group

companies - for use in production control of automotive parts• approved as an ISO international standard (ISO/IEC18004) in

June 2000• QR Code is used everyday everywhere in Japan for the

following reasons:– Several characteristics superior to linear bar codes: much higher

data density, support Kanji/Chinese character, etc.– It can be used by anybody free of charge as Denso has released

the patent into the public domain– Data structure standard is not prerequisite for current usages– Most mobile phones in Japan equipped with cameras that enable

reading of QR Codes can access Internet addresses automatically by simply reading a URL encoded in the QR Code

QR Editor Content type Output formats

Store code

Features QR code

Kaywahttp://qrcode.kaywa.com/

URL, text, phone, SMS, RSS feed

Embed codeManual pics

no data matrix generation

ZXing Projecthttp://zxing.appspot.com/generator/

event, contact info, Email, geolocation,phone, SMStext, URLwifi network

Embed code,png manual

no

Delivrhttp://delivr.com/qr-code-generator

URL, Google places/map,contact info, Email, phone, SMS, text, RSS feed

png, eps yes API, QR code tracking, analytics

Mobile barcodeshttp://www.mobile-barcodes.com/qr-code-generator/

URL, text, phone, SMS, email

png, embed code

no

GOQRhttp://goqr.me/

text, URL,call, SMS, vcard png,embed code

no library (php, C++)

QR stuffhttp://www.qrstuff.com/

text, URL,phone, SMS, Email, vcard, event, Google maps, location,Wifi Login, Paypal Buy, social media, iTunes, YouTube video

png no

Maestrohttp://www.sparqcode.com/static/maestro

phone, SMS, map, URL, contact, raw, vcard

gif, svg, embed code, URL

yes error correction

Be QRioushttp://www.beqrious.com/generato

URL, map, Email, text, YouTube video, vcard, contacts

pdf, gif, URL yes picture including

QR code in education

• Rivers - a Japanese university in English as a Foreign Language classroom:

1. through QR code activity the students create opinion paragraphs based on their interactions with other people and materials

2. through an activity “collaborative mobile tagging” with purpose to promote communicative interaction outside of the traditional classroom environment

3. through an activity related to team working on a given problem

QR code in education

• Ramsden - QR codes as a learning technology in University of Bath in several cases: – for printed handbooks with links to online

resources, – lectures content with links to online presentations,

f– or classroom formative feedback, – video user guides, – campus/library induction, – Moodle print materials

QR code in education

• A student of Computer Science in Universite of Bologne, Italy - periodic table of elements with characteristics of every element through QR codes

• Adding QR codes to Word documents for students to check their answers

Laminate sheets and pin them up round the classroom (Mark Rollins @muppetmasteruk)

QR code in education

• QR Codes to enhance/extend information in books and printed material

QR code in education

• Share with other students, announce events

QR code in education

• Make a data chart

QR code in education

• Integrate in workbook

QR code in education

• Add QR codes to any/ all worksheets or handouts

QR code in education

• Linking reading books to online resources

QR code in education

• jump scan contacts

QR code in education

• QR Code Comic Tutorial

QR code in education

The workflow of QR code authoring process and QR code utilization by students

Educators’ authoring

Offline document processingOffline multimedia authoring

Online learning assets creation

URL addressTextEventGeolocationWifi network

Online QR editor use

Teaching / Learning environment

Mobile operator access

QR player use

InstructionPresentationAudio/video assetEvent informationAssessment formGeolocationNetwork access

Offline/online tasks performing

Students’ activities

Internet access

Specification of Mobile learning

Students’ readiness to use mobile technologies

Is your phone internet data enabled? Do you use your cell phone for texting?

Do you use your cell phone for taking pictures? Do you use your cell phone for playing music?

Students’ readiness to use mobile technologies

Do you use your cell phone for recording videos?

Do you use your cell phone for web browsing?

Do you use your cell phone for accessing Facebook?

Do you interested in receiving class updates as text messages?

AR technology

• Virtual 2D or 3D computer graphics objects are augmented with real world creating the sensation that virtual objects are presented in the real world

• The virtual objects display information that the students cannot directly detect with their own senses

• Computer-based, mobile phones-based

Marker AR technology – markers use for visual presentation of objects

• Marker pattern• Web camera• Computer

AR technology

• Markerless AR • Uses special equipment for placing virtual

elements in a digital world

AR technology

• Computer-based AR

AR technology

• AR based on mobile devices

AR technology

Product Type Features Prerequisite (for Windows OS)

License

ARToolKit Library single camera position, tracking code that uses simple black squares, use of any square marker patterns, easy camera calibration code, fast for real time AR apps

- Microsoft Visual Studio 6 and Microsoft Visual Studio .NET 2003- DSVideoLib, GLUT SDK- DirectX runtime

-GNU GPL/ARToolKit -Commercial -Dual license

ARTag Library increased computing processing power, more complex image processing, a higher reliability and immunity to lighting

-Ogre3D Software Development Kit-OpenCV\STLport-P5 Glove Software development kit

License restrictions

Studierstube

Framework for development

AR applications – collaborative, mobile -VisualStudio 2005-External components

- PC - GPL- mobile phones -commercially

Goblin XNA Library 3D scene manipulation and rendering, 6DOF position and orientation tracking, networking, creation of classical 2D interaction components

-Microsoft Visual Studio 2008, XNA Game Studio -Newton Game Dynamics SDK 1.53, ALVAR or Artag

BSD License

osgART Library support of multiple video inputs, integration of high level video object, video shader concept, generic marker concept, API in C++ ,Python, Lua, Ruby, C# and Java

- Visual Studio .NET 2003- OpenSceneGraph- ARToolKit

osgART Standard Edition - GNU GPL license

ARMedia Plugin for 3DSMax

stand alone, web, mobile apps, tracking techniques, marker library and generator, exporter, lighting debug mode, antialiasing, support animations, scene configuration

-ARMedia Player-3DSMax software- Apple QuickTime

Trial, PLE, Commercial

ATOMIC Authoring Tool choice of pattern and object, run and execute wrl files

-JAVA RT GPL license

DART A collection of extensions to the Macromedia Director

coordinate 3D objects, video, sound, and tracking information, communicate with cameras, the marker tracker, hardware trackers and sensors, and distributed memory

-Macromedia Director 8.5 or newer-Direct X 9.0b Runtime-Shockwave Player

Trial, Commercial

• AR in chemistry education - exploring how students interact and learn with AR and physical models of amino acids

• Y. Chen, 2006

AR technology in education

• In the biology area - a learning system on interior human body is produced to present the human organs in details when students need such knowledge

• C. Juan, F. Beatrice, J. Cano, 2008

AR technology in education

• In astronomy - the AR technology is applied as a method for better students’ understanding of sun-earth system concepts of rotation/revolution, solstice/equinox and seasonal variation of light and temperature

• B. Shelton, N. Hedley, 2002

AR technology in education

• In automotive engineering education - an AR system support teaching/learning of the disassemble/assemble procedure of automatic transmission of a vehicle

• I. Farkhatdinov, J. Ryu, 2009

AR technology in education

• AR books – for learning process enhancing• allowing the final user to experience a variety of

sensory stimuli while enjoying and interacting with the content

• the AR book’s features impact learning in several ways: – enhance its value as an educational material,– easier understanding of the visualized text,– audio-visual content is more attractive than

standard text books

AR technology in education

• Encyclopedia – 3D Magic Book Science

– Stimulates curiosity and inquiry– Connects students in learning science– Promotes interest in science.– Reinforces and enriches student understanding of key concepts– Supports diverse student populations in gaining access to critical science content– encourages active learning through student interaction with texts– Helps students gain a concrete understanding of challenging science topics

AR technology in education

Several advantages for educational practices:

• stimulates creative thinking among students• enhances their comprehension in concrete

subject domain • increases the understanding of spatial spaces• motivates students to perform their own

explorations • a supportive tool of theory learning in an

interesting and enjoyable way• proposes a safe environment for students to

practice skills and conduct experiments

Key benefits of AR technology

• excels at conveying spatial and temporal concepts• multiple objects can be placed in relative context to one

another or relative to objects in the real world• maximizes impact• creates contextual awareness• enhances engagement• facilitates interaction• heightens understanding with kinesthetic learners• provides a high degree of engaging• self-paced interaction, and maintains interest• improves communication, learning , retention, and interaction

with others• includes both professionally built content and an AR content

building tool suite Jochim, S., Augmented Reality in Modern Education

Benefits of AR technology for learning

Convey spatial and temporal conceptsLayer of multiple virtual objectsCreate awarenessMaximize impactMaintain interestImprove communicationImprove learning retentionManipulation of perspectives

self-paced

groups

Learning resources

AR bookAR guideAR tutorialAR learning object AR applicationAR service

interestingenjoyableintuitiveeasierengagingattractivefinancially effective

Learning process

Environment

interactivevisual-spatialservice-oriented experimentalsafe

Learning objectives

AR benefits

Knowledgememorize identify recognize

Comprehensionillustrate explain summarize

Applicationgeneralize produce show

Analysisanalyze compare

Synthesiscreate organize compose

Evaluationsummarize support

Specification of learning environment based on AR

technology

Provision for emerging technologies utilization

QR codes prototype in Nfomedia

A model of VLE with AR technology• Edu20 is utilized for students’ facilitation of learning scenarios,

access to AR content/patterns and social interactions

Authoring and learning

Learning

Edu20

self-paced

groups

ARMedia Plugin3DSMax software

ARMedia Player

Personal space

Course CG

School

Resources

AR Gallery

AR Tutorial

AR max file

ARmedia file

Community

sharing

copy to portfolio

favorites

AR marker file

Learning

ARMedia plugin in 3dsMax software

AR technology prototype in Edu2.0

A scenario of project-based learning

Conclusions

• Today’s learners need new skills to be able to find knowledge that is relevant, up to date and dynamic

• They require learning experiences that are responsive to their needs, and they often require them within a mobile context

• mLearning and AR with their various forms and contexts must be considered as serious alternatives to traditional forms of learning and for it to be successful, compelling and engaging scenarios need to be applied

• Most students are equipped with mobile devices but their effective use and adaptation in formalised learning contexts is dependent upon the appropriate design of pedagogic formats

• There is a need for future research in the areas of technology enhanced learning, human-computer interaction and media design with a particular focus on individual requirements and adapted content

Thank you for your attention!

• For contacts:

s.wheeler@plymouth.ac.ukhttp://steve-wheeler.blogspot.com@timbuckteeth

m_ivanova@tu-sofia.bg@malinkaiva

Recommended