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CONNECTING AUGMENTED REALITY TO HIGHER EDUCATION: MASH-UP MODELS IN VIRTUAL WORLDS Nil GÖKSEL CANBEK, Anadolu University,TURKEY Jace HARGIS, University of the Pacific, USA Edulearn11, Barcelona

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CONNECTING AUGMENTED REALITY TO HIGHER EDUCATION:

MASH-UP MODELS IN VIRTUAL WORLDS

Nil GÖKSEL CANBEK, Anadolu University,TURKEY

Jace HARGIS, University of the Pacific, USA

Edulearn11, Barcelona

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Augmented Reality at a Glance

Augmented Reality (AR) is a system in which

a real-world environment is augmented and enriched by computer-generated input:

3D video-graphic displays

photographs

written notes

sound effects

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Visualization of Augmented Reality

http://www.erenbaydemir.com/2009/07/augmented-reality-zenginlestirilmis-gerceklik-nedir/

http://farm5.static.flickr.com/4009/5078151986_7535bf8790.jpg

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AR as a Connective Tool

Description of AR:

runs interactively in real time;

blends the real and immersive objects in a simulated virtual middle ground.

(Azuma, 2001)

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face to face discussions

digitally enriched

environments (HUDs)

virtual enhanced by

physical world (digital

maps)

games (MMPRPGs to first-person shooters)

Reality Augmented Reality

Virtual Reality

Mixed Reality

(Belimpasakis, 2009)

Virtuality Continuum

Augmented Virtuality

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Areas Used in AR Technology

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AR Technology in Education- i

The immense technological advances in AR have also enhanced ..

DISTANCE ONLINE LEARNING

.. which direct learners to self-comprehension.

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AR Technology in Education- ii Many higher education institutions are willing to

integrate AR technology with their existing online teaching models (Liarokapis & Anderson, 2010);

“online learning provides support in the workings of networks of individual social actors which function as online learning communities” (Kehrwald, 2007);

AR as a powerful system facilitates both individual and collaborative learning efforts at distance.

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Under AR technology, mash-ups:combine disparate data from more than

one source;facilitate the learning experience as

supportive tools of education.

Virtual Learning through AR Mash-ups

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Visualization of Mash-ups

http://resim.thgtr.com/sites/default/files/resimler/augmented_reality-2.jpg

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Mash-up Sample

http://www.ambruceli.com/wp-content/uploads/2011/03/augmented-reality-1.jpg

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• Your Subtopics Go Here

Mash-up Sample

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Mash-up Sample

• Your Subtopics Go Here

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Definition of a mash-up-i

Mash-up: Web Application Hybrid

a mash-up is a Web application that is presented with a unique layout on which multiple sets of data is combined

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Definition of a mash-up- ii

mash-ups collect data and blend contents from a key driving source like Internet and deliver them to different e-clients (Kulathuramaiyer, 2007);

mash-ups refer to a new type of application that mingles at least two different web services (Bell, 2009).

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Mash-up Sample

• Your Subtopics Go Here

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Learning through Mash-ups

integrate multiple visual tools into one immersive milieu;

correlates different data;

form a new educational application built upon creative and critical thinking; (Jonassen, 2000)

process, present and store permanent information.

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The Working System of a Mash-up

Web Services

RSS Feed

Platform Services

Mash-up Application

Data

Client /Learner

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The Educational Use of Mash-ups‘geology and natural sciences’

SweetSearch is a search engine that

searches websites and content that is educator-

approve

OneGeology is a website that offers

dynamic geological maps of the world

MIT OpenCourseWare is a web-based

publication of courses offered at the

Massachusetts Institute of Technology.

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The Limitations of Educational Mash-ups

mash-ups has not been significantly explored (creative writing and history);

before using mash-ups, the advantages and

disadvantages should be analyzed;

current mash-ups available for use should be searched carefully; mash-ups may not be accurate or completely open, restricted Information/ paid subscription (Anand et.al., 2010).

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Mash-ups in Second Life (SL) SL offers mash-ups for self-constructing of inert

knowledge; Mash-ups formed by the common efforts of

e-learners might create interactive communal platforms to ease collective learning;

Second Life, in this case, becomes a strategic platform that guides its e-learners to perceive and produce knowledge within the terms of creative thinking skills (Jonassen, 2000);

Mash-ups are visible applications help learners to conceptualize the raw data with graphical representations so as to build inert knowledge that can be visualized.

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SL Mash-up Sample

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Conclusion-i

Learning Journey could be more enjoyable with Mash-ups!

The characteristics and potentials of mash-ups reinforced by AR Technologies could make learning easier for e-learners while creating permanent knowledge and authentic experiences with data based on real life simulations.

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Conclusion-ii

As a variation of VR- AR Technology can be used: to assist teaching within VWs to connect online applicationsto start an interactive education to create meaningful immersive data including: spatial three-dimensional modelsimagestextual informationvideoanimations and sound (Liarokapis & Anderson 2010)

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Conclusion-iii

the benefits of low threshold, menu-drive technologies such as mash-ups, are an attractive

enhancement to teaching and learning!