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Phygital Augmentations for Enhancing History Teaching and Learning at School Susan Schreibman [email protected] Maynooth University, Ireland Constantinos Papadopoulos [email protected] Maynooth University, Ireland Brian Hughes [email protected] Maynooth University, Ireland Neale Rooney [email protected] Maynooth University, Ireland Colin Brennan [email protected] Maynooth University, Ireland Fionntan Mac Caba [email protected] Maynooth University, Ireland Hannah Healy [email protected] Maynooth University, Ireland Contested Memories: The Battle of Mount Street Bridge (BMSB), funded by the Andrew W. Mellon Foundation as part of the Humanities Virtual World Consortium, is an online and annotated digital recon- struction in Unity 3D of a seminal battle of the Irish Easter Rising of 1916. A goal of the project was to lev- erage phenomenologies of time and space as afforded by virtual world technologies to provide new insights and help to answer what had heretofore been intrac- table questions about how the battle unfolded. The battle, as well as the 3D reconstruction, received a great deal of attention during the Centenary of the Easter Rising, including the specially commissioned radio documentary (Documentary on One, RTE Radio 1) Battle at the Bridge. Building on the interest in and success of this pro- ject, the project team was encouraged to further de- velop the project so that it could be used in secondary schools. Due to the exigencies of technology in Irish classrooms, including limitations on booking lab time with many computers too old to run the VR software, it was decided that a different approach would be taken. Hence the BMSB Augmented Reality mobile app was developed (figure 1), to educate students about the facts of the battle, while providing a deeper and more holistic understanding of war and its effects. At the same time, it provided the project team with the opportunity to leverage digital humanities research within a participatory engagement setting to reach out to second level students and teachers to provide them with opportunities of engaging with cutting edge tech- nologies integrated into a student-led learning envi- ronment. This project shares a philosophic approach with other maker projects in the Digital Humanities, as Say- ers et al. (2016), quoting Neil Gershenfield, describe in A New Companion to Digital Humanities as “the pro- grammability of the digital worlds we’ve invented” ap- plied “to the physical world we inhabit” in which ob- jects “move easily, back and forth, in the space be- tween bits and atoms.’’ Thus Augmented Reality (AR), a technology that superimposes digital content, in- cluding images, animations, and annotations, over the real world, was decided on as the key technology to translate our research into a classroom setting. Previ- ous research on the affordances of AR for teaching and learning have highlighted that interactivity, collabora- tion, problem-solving, and narratives mediated through technology can aid both engagement and un- derstanding (Dunleavy et al., 2009). Several AR appli- cations have been developed for primary and second- ary education for fact-based topics, such as geometry, astronomy, chemistry, and the human body (see for example Chromville Science; Anatomy 4D; Elements 4D. However, AR applications for humanities subjects are limited. To the authors’ knowledge there is no his- tory-based AR application that is designed for use in the classroom, although there are several mobile- based student-centred AR for outdoor historic sites (see for example: Schrier, 2005 for the Battle of Lex- ington and Singh et al., 2014 for the Christiansburg In- stitute).

401. Schreibman-Phygital Augmentations for … Augmentations for Enhancing History Teaching and Learning at School Susan Schreibman [email protected] Maynooth University,

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Phygital Augmentations for Enhancing History Teaching and Learning at School [email protected],IrelandConstantinosPapadopouloscpapadopoulos84@gmail.comMaynoothUniversity,[email protected],[email protected],IrelandColinBrennancolin.mark.brennan@gmail.comMaynoothUniversity,IrelandFionntanMacCabafionntanmaccaba@gmail.comMaynoothUniversity,[email protected],Ireland

Contested Memories: The Battle of Mount Street

Bridge (BMSB), funded by the Andrew W. MellonFoundation as part of theHumanities VirtualWorldConsortium,isanonlineandannotateddigitalrecon-struction inUnity3Dof a seminalbattleof the IrishEasterRisingof1916.Agoaloftheprojectwastolev-eragephenomenologiesoftimeandspaceasaffordedbyvirtualworldtechnologiestoprovidenewinsightsandhelptoanswerwhathadheretoforebeenintrac-table questions about how the battle unfolded. Thebattle, as well as the 3D reconstruction, received agreat deal of attention during the Centenary of theEaster Rising, including the specially commissionedradiodocumentary(DocumentaryonOne,RTERadio1)BattleattheBridge.

Buildingontheinterestinandsuccessofthispro-ject, theproject teamwasencouraged to furtherde-veloptheprojectsothatitcouldbeusedinsecondaryschools. Due to the exigencies of technology in Irishclassrooms,includinglimitationsonbookinglabtimewithmanycomputerstoooldtoruntheVRsoftware,it was decided that a different approach would betaken.HencetheBMSBAugmentedRealitymobileappwasdeveloped (figure 1), to educate students aboutthe facts of thebattle,while providing a deeper andmoreholisticunderstandingofwaranditseffects.Atthesametime, itprovidedtheproject teamwith theopportunity to leverage digital humanities researchwithinaparticipatoryengagementsettingtoreachouttosecondlevelstudentsandteacherstoprovidethemwithopportunitiesofengagingwithcuttingedgetech-nologies integrated into a student-led learning envi-ronment.

This project shares a philosophic approach withothermakerprojectsintheDigitalHumanities,asSay-ersetal.(2016),quotingNeilGershenfield,describeinANewCompanion toDigitalHumanities as “the pro-grammabilityofthedigitalworldswe’veinvented”ap-plied“tothephysicalworldweinhabit”inwhichob-jects “move easily, back and forth, in the space be-tweenbitsandatoms.’’ThusAugmentedReality(AR),a technology that superimposes digital content, in-cludingimages,animations,andannotations,overtherealworld,wasdecidedonas thekey technology totranslateourresearchintoaclassroomsetting.Previ-ousresearchontheaffordancesofARforteachingandlearninghavehighlightedthatinteractivity,collabora-tion, problem-solving, and narratives mediatedthroughtechnologycanaidbothengagementandun-derstanding(Dunleavyetal.,2009).SeveralARappli-cationshavebeendevelopedforprimaryandsecond-aryeducationforfact-basedtopics,suchasgeometry,astronomy, chemistry, and the human body (see forexample Chromville Science; Anatomy 4D; Elements4D.However,ARapplicationsforhumanitiessubjectsarelimited.Totheauthors’knowledgethereisnohis-tory-basedARapplicationthat isdesignedforuse inthe classroom, although there are several mobile-based student-centred AR for outdoor historic sites(seeforexample:Schrier,2005fortheBattleofLex-ingtonandSinghetal.,2014fortheChristiansburgIn-stitute).

Figure 1. Early prototype of the BMSB Augmented Reality

app

These kinds of technologically-driven blended-learning applications which improve digital literacyareseenasthekeytothefutureofeducation,notonlyinIreland,butabroad(seetheDigitalStrategyforIrishSchools,2015-2020).Theiremploymentmighthelptosolvechallengessuchaspersonalisedlearning,keep-ingeducationrelevant,andblendingformalandinfor-malprocesses(Johnsonetal.,2016).Thisprojectalsoresonateswiththecallforachangeinhistoryinstruc-tion;fromonethatpromotespassiveconsumptionoffacts to thatwhichmakesmoreuseof analogueanddigital primary sources to foster historical thinking(TallyandGoldenberg,2005;Leeetal.,2006;Stripling,2011),teacheshistoricalreasoning(vanDrieandvanBoxtel,2007),andprovidestheopportunitytoprob-lematise different sources, evaluate arguments, andformnewinterpretations(BortonandLevstik,2004).

In terms of app design, the project team wereaware of the challenge of how technologies haveshiftedour attention from thephysical to thedigitalspace:interactionswithdevicesabsorbattention,dis-tractingfromphysicalexperiencesandsocialinterac-tion(Chrysanthietal.,2012).Therefore,apremiseoftheprojectisthat,ifdigitaltechnologiesaretoassumeanactiveroleinhistoryteachingandlearning,waystoactively engage students by creating conditions thatblend thephysical and thedigital throughparticipa-toryandhands-onengagementsneedtobeemployed(figure2).

Figure 2. Physical Materials used in ‘Lesson 1 - Group 1:

The Buildings

TheBMSBARapp(developedforAndroidtabletsus-ing theWikitude Software Development Kit for An-droidStudio)employsaphygitalapproachbyenablinga task-baseddigital andARexploration triggeredbyphysicalobjectsandprimarysources, includingpho-tographs, witness statements, 3D printed buildings,andstaterecords(figures2,3).Sincethesehaveacen-tralroleinthelessons,studentshavetoevaluatetheircontent, origins, authority, and reliability and finallythroughgroupworktoformtheirowninterpretations.

Figure 3. AR element of the app showing over the physical

map the lines of fire from the four buildings that were occupied by the Irish volunteers

Thisprojectfollowedaniterativedesignmethodol-ogy.Thefirsttwofocusgroupswerecarriedoutwithsecondlevelhistoryteachers(figure4)toascertaina)logistical information about schools (e.g. wireless,class size, classroom arrangement, labs etc.), and b)

howtodevelopcontentanddesigninteractionsinor-derstudentstogetthemostoutofthisexperience.TheresultsofthefocusgroupmadeitclearthatduetothewidevarianceintechnologyinschoolsacrossIreland,theprojecthadtofollowtheparadigmofhandling/ac-tivityboxesinmuseums(Comer,2014)inwhicheve-rythingtheteacherneedswouldbeposted,includingthetablets,physicalmaterials,andlessonplansforaperiodoftwoweeks.

Figure 4 Second Level history teachers testing the AR

app during a focus group in August 2016

Thispaperwillreportonthedifferentstagesofde-velopmentoftheARapp,thedifficultiesencounteredaswell as strengths of the approach. Itwill also de-scribetheresultsofthetestingandformalevaluationscarried out with secondary school students and thenextstagesforthereleaseoftheprototypeacrossIre-land.

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