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Augmented Reality for Learning English Words

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Augmented Reality for Learning English Words Jayasree, Jenny, Paul, Raj, Sunil Agenda Introduction of AR Literature review of AR Learning Methodology Hypothesis ... – PowerPoint PPT presentation

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Title: Augmented Reality for Learning English Words


1
Augmented Reality for Learning English Words
  • Jayasree, Jenny, Paul, Raj, Sunil

2
Agenda
  • Introduction of AR
  • Literature review of AR Learning
  • Methodology
  • Hypothesis
  • Reliability and Validity
  • Expectations of Research

3
What is Augmented Reality
  • Augmented reality (AR) is a term for a live
    direct or indirect view of a physical real-world
    environment whose elements are augmented by
    virtual computer generated imagery

4
Usages of AR
  • The system generates a composite view for the
    user that is the combination of the real scene
    viewed by the user and a virtual scene generated
    by the computer that augments the scene with
    additional information
  • AR is quite real in the worlds of education,
    marketing, gaming and other areas of
    entertainment.
  • The real potential for augmented reality is to
    enhance teaching and learning.

5
Research Objectives
  • Access the impact of augmented reality in a
    classroom setting and how it can improve the
    educational learning experience for kindergarten
    children in learning English Words.

6
Literature Review of AR Learning
7
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8
What is Known vs. Unknown for Our Study
  • What is known
  • AR can be used for learning Japanese Kanji
  • AR can be used in a classroom environment
  • AR learning was tested with students in high
    schools or universities.
  • AR system architecture
  • What is unknown
  • Can small children use AR for learning?
  • Can AR be used for language learning in a
    classroom?
  • Can we convert the Kanji learning system to learn
    English words
  • Can AR really enhance learning?

9
Contribution of This Study
  • Extension of the Japanese Kanji learning system
    into an English learning system
  • Run a proof of concept in a classroom setting.
  • Assess the adoption of using AR for small
    children and impact

10
Methodology
  • Research methods to be employed
  • Qualitative analysis
  • quantitative analysis
  • Triangulation (to confirm convergence)

11
Methodology
  • Projected outcomes
  • For students
  • Attention span
  • Immersive/Enthusiasm in participation
  • Receptive and retaining ability
  • Self motivation
  • For teachers
  • Ease of instructions
  • Emotions expressed by students (engaged,
    participatory, calm, fidgety etc)
  • Sense of accomplishment

12
Hypothesis 1
  • Learning facilitated by AR enhances grasping
    power.
  • Theoretical concepts are demonstrated by
    simulators giving conceptual insight to the
    learners.
  • Interactive mode enables learners to apply their
    learning immediately.

13
Hypothesis 2
  • AR based learning expands attention span, and
    engages students.
  • Its very method of adapting to the learners mode
    of interest ensures that it catches and holds the
    learners attention.
  • Visual representation of theoretical concepts is
    known to have caught learners imagination.

14
Hypothesis 3
  • Ease of teaching is increased by AR enabled
    devices.
  • Students now apply the information they get in
    the class.
  • Theoretical concepts are reinforced using
    simulation.
  • Enhanced understanding of the concept.

15
Reliability and Validity
  • Reliability
  • Interrater or Inter-observer reliability
  • Equivalent forms reliability
  • Test_retest reliability
  • Validity
  • Content Validity
  • Criterion Validity
  • Construct Validity

16
Discussion of Expectations
  • Benefits
  • Augmented Reality Language Learning aims to
    improve long term memory by Situated Cognition
    and Non-Linear Learning. Both these learning
    experiences improve learning and retentions as
    it's interactive, learners will have fun, they
    will show more interests in learning. It's not
    like a teacher spoon feeding some material to
    them.
  • The benefit with AR learning is that there are no
    "real" errors or mistakes.

17
Limitations of the Study
  • Accuracy of the devices are within 50-100 yards
    but future applications would require much more
    precise GPS data.
  • Technical issue arises when users have to
    download applications to their computer.
    technology should be one that does not require
    downloading or extra devices.

18
Future Work
  • It can be extended to test AR in different age
    group of students to find out how effective is
    AR.
  • We can do a correlation between effectiveness of
    AR with the age of the students, or AR with any
    particular subjects

19
References
  • 1 James G. Greeno and the Middle School
    Mathematics Through Applications Project Group,
    The Situativity of Knowing, Learning, and
    Research, American Psychologist, January 1998
  • 2 Carmen Juan, Francesca Beatrice, Juan Cano,
    An Augmented Reality System for Learning the
    Interior of the Human Body, proceeding of Eighth
    IEEE International Conference on Advanced
    Learning Technologies, 2008, P186-188.
  • 3 Gunnar Liestol, Augmented Reality and
    Digital Genre Design Situated Simulations on
    the iPhone, proceeding of ISMAR-AMH 2009 IEEE
    International Symposium on Mixed and Augmented
    Reality Arts, Media and Humanities, 2009.
    P29-34
  • 4 Tsung-Yu Liu, Tan-Hsu Tan, Yu-Lin Chu, 2D
    Barcode and Augmented Reality Supported English
    Learning System, proceeding of 6th IEEE/ACIS
    International Conference on computer and
    Information Science (ICIS 2007)
  • 5 Waleed Fayiz Maqableh, Manjit Singh Sidhu,
    From Boards to Augmented Reality Learning,
    Proceeding of 2010 International Conference on
    Information Retrieval and Knowledge Management
    (CAMP), 2010, P184-187.
  • 6 Desi Dwistratanti Sumadio, Dayang Rohaya
    Awang Rambli, Preliminary Evaluation on User
    Acceptance of the Augmented Reality Use for
    Eduaction, proceeding of 2010 Second
    International Conference on Computer Engineering
    and Applications
  • 7 Jerry Fook Lim Tai, Aaron Chi En Cheng, The
    Impact of Augmented Reality Software with
    Inquiry-based Learning on Students Learning of
    Kinematics Graph, proceeding of 2010 2nd
    International Conference on Education Technology
    and Computer (ICETC), 2010, Volume 2, P1-5.
  • 8 Daniel Wagner, Istvan Barakonyi, Augmented
    Reality Kanji Learning, proceedings of the
    Second IEEE and ACM International Symposium of
    Mixed and Augmented Reality (ISMAR 03) 2003.
  • 9 Suya You, Ulrich Neumann, Mobile Augmented
    Reality for Enhancing E-Learning and E-Business,
  • 10 Augmented Reality in language learning
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