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Executive Summary..
PART I. Introduction
A. About AISM..
B. The AISM Library ..
C. Instructional Development Need .
PART II. Description
A. Instructional context .
B. Goals of the workshop ....
C. Learning objectives of the guidebook
D. Learners analysis
E. Design and production of the guidebook
F. Implementation of the workshop .
PART III. Evaluation
A. Trial run: Staff workshop
B. Post-workshop survey ..
C. Library Open Night Exhibit
PART IV. Results
A. Feedback from staff members: Post-workshop survey.
B. Evaluation of learners output from the workshop .
C. Feedback from parents: Evaluation of Library Open Night Exhibit
D. Feedback from students: Exhibit after the Library Open Night ..
Part V. Discussion
A. Modifications and improvement made to the guidebook ..
B. Effectiveness of QR/AR applications in the library
C. Recommendations ..
Part VI. Conclusion
References .
Appendix A
Appendix B
Appendix C
Appendix D
Appendix E
Appendix F .
Appendix G.
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Executive Summary
In this school-based project, a digitally interactive guidebook was designed and produced in
response to the initiative of library staff members to explore the feasibility of using mobile technology
applications, specifically Quick Response (QR) codes and Augmented Reality (AR), for selected library
resources and activities.
The American International School of Mozambique (AISM), an independent K-12 international
school in southern Africa, has embarked on strategic plans to improve the schools technology
capabilities in response to the digital demands of a growing school community. Apart from investing on
new computers, tablets and other electronic devices, the school is also striving to upgrade its internet
and bandwidth facilities. In support of these campus-wide developments, the AISM library staff
members likewise aim to transform the library into a more social and digitally interactive learning hub.
Inspired by 7th grade Technology class student projects that showcased how QR codes and AR
creatively link physical objects to a variety of digital contents, the library staff members arranged for an
enrichment workshop to be facilitated by the Technology teacher. The workshop aims to equip the staff
members with the necessary conceptual and practical skills about using and creating QR codes and AR.
The knowledge and experience that staff members would gain from the workshop would then help
them assess the feasibility of adopting these digital applications for library resources, operations and
enrichment activities. The workshop would also prepare the staff members to organize a Library Open
Night exhibit that would present these digital technologies to parents and students. The exhibit would
also be a good venue to gather feedback from parents and students about their impressions of QR codes
and AR.
Respondents in this project included the secondary school librarian, the library assistant and the
technology coordinator. A pre-workshop survey was given to these three staff members. Survey results
and interviews showed that while they were quite familiar with QR codes, they rarely used them.
Amongst the three, only the technology coordinator was a bit familiar with AR though he had not used it
before as well. The respondents agreed on the usefulness of QR codes and AR for various library
activities, but their main concern was how the campus wireless internet might possibly support
independent and campus-wide use of these mobile technologies.
After the preliminary survey, the library staff members and the Technology teacher arranged for
a two-hour workshop that would introduce the staff members to QR codes and AR. Consequently, an
initial draft of the workshop guidebook was prepared, the design specification of which was mostly
informed by the learners analysis and the instructional need. The guidebook was intended to serve both
as a learners resource material for the workshop and as a digitally interactive print material that
participants could actually test with their mobile devices. In essence, the guidebook would not just
provide information and instructions; it would also be a demonstration tool in itself. The initial draft of
the guidebook contained background concepts, illustrative examples and short exercises.
The initial draft of the guidebook was then used in the workshop conducted by the Technology
teacher for the three participants. In the workshop, participants obtained background knowledge and
completed exercises on using and making QR codes and AR. The workshop was held in the Technology
lab of the library where there was easy access to the required tools and materials for the workshop such
as iPads, desktop computers, printers and stationery items. All participants successfully completed the
short exercises in the guidebook. To determine if the guidebook had successfully helped the participants
in learning about QR codes and AR, they had to create interactive posters as the final task. The posters
were evaluated using the requirements checklist. The participants successfully applied the skills they
gained from the workshop. A post-workshop survey was also given to the participants to evaluate the
workshop, the guidebook and the facilitator. While the participants were mostly satisfied with the
workshop and the guidebook, their suggestions about the guidebook mainly pointed to reduction of text
in some sections, addition of prompt questions for readers to generate ideas, conspicuous placement of
important reminders and marking which elements on the pages were to be scanned.
After the workshop, the staff members collaborated with the Technology teacher and his class
in setting up an exhibit that will showcase the potential use of QR codes and AR in the library. The event,
which was called Library Open Night, was attended by a good number of parents and students. Parents
and students were surveyed during the exhibit which drew positive reception. Parents and students
generally thought that QR codes and AR were a fun way to create digital interactions in the library and in
the classrooms. They thought that these tools would have many potential learning applications.
Students, though, likewise thought that individual ownership of mobile devices and unreliable internet
connection at times would be the main concerns.
Based on the responses of students, parents and some teachers, the library staff members and
the school technology coordinator thought that, even with the internet connection concerns, QR codes
and AR remained viable mobile technologies that could potentially make ordinary library resources and
activities digitally-enhanced and interactive. The creative applications of QR codes and AR when
combined with other Web 2.0 tools could certainly make learning more engaging and collaborative not
just in the library but also in the different classrooms. Due to some limitations with the school internet,
activities employing QR and AR applications would be best carried out, not as large scale independent
activities, but as a class undertaking. When organized by a teacher, everyone in a class would have
access to the iPads in the library, and bandwidth usage could be monitored and regulated better.
The responses generated from the surveys given to staff members, parents and students, as well
as the sample posters created by the participants during the workshop, were all used to inform the
design and production of the final draft of the guidebook. In the future, it could be further modified
specifically for classroom teachers who expressed interest in the specific applications of QR codes and
AR in their own school subjects.
Part I. Introduction
With the continuous surge of emerging digital technologies, K-12 libraries and media centers
have redefined their traditional functions as mere repositories of information. Where libraries have
traditionally been used simply as knowledge repositories, they now are also being used as interactive
knowledge hubs where patrons can help construct the knowledge. As schools make curricular reforms,
their libraries are in fact transforming from simple database centers to collaborative social learning hubs
where students interact to shape knowledge. Digital interactivity represents one of a combination of
elements being added to libraries around the world, and the combination of such elements is helping
libraries become more fun, social, collaborative, and digitally interactive.
Library staff can explore the various potential ways to combine mobile applications and Web
2.0 tools for library use. Students and teachers commonly use mobile devices such as smart phones and
tablets on campus, and campus libraries are crucial to the implementation of school technology
initiatives such as Bring Your Own Device (BYOD), e-textbook programs, and 1:1 laptop programs. Many
school libraries have invested in computers, electronic devices, software and internet facilities to keep
up with rising digital demands. This report details recent efforts that have been made at one school in
particular to help the library staff not only keep up with rising digital demands at the school but also
expand horizons regarding what is possible.
A. About AISM
AISM is a K-12 International Baccalaureate (IB) world school located in Maputo, Mozambique.
With its vision to become the school of choice in southern Africa, AISM aims to foster a learning
environment that inspires students to cultivate their unique talents and perspectives and that prepares
them to contribute in purposeful ways to the world that they will inherit and shape (AISM). The school
presently caters to about 600 students who mostly come from highly transient families of diplomats and
families connected to international humanitarian organizations. AISM commits to its core values of
excellence, ethical living and engaged learning.
members are looking into ways of incorporating a digital dimension to the traditional library procedures
and activities that connect with the classroom. Teachers and students normally utilize the library
through various assignments. Many of these activities can be made more engaging and interactive
through digital technologies. Among those library resources and activities that can be potentially
transformed into digitally enhanced and interactive experiences are the following:
D. Learners analysis
1. Brief descriptions of participants
Once specific objectives were determined, plans for the workshop and an initial outline and
prototype for the guidebook could be created. Since the workshop and the guidebook were meant to
immediately help the librarian and her assistant prepare for the upcoming Open Night exhibit, an
analysis was done of these two participants. Analysis was also done into a third individual, the schools
technology coordinator, who would also participate in the workshop. Insights gained from the analysis
would inform plans for the workshop and decisions about what content to include in the guidebook.
Following are brief descriptions of the three individuals who would be participating.
a. Ms. Andree Manuel-Keenoy, Secondary School Librarian
Ms. Manuel has been employed at AISM for about five years. In her fifties, she has held the
same job position for several years while working at several K-12 international schools in various
countries. She holds a masters degree in library science. Regarding her library role, she
especially enjoys extending assistance to students and teachers pertaining to online library
catalogues and databases. It was her idea to stage periodic Library Open Nights to help make
the library a more active social learning hub. Her interests include travelling and community
outreach.
While all three respondents were familiar with QR codes, they have rarely used them.
Only the technology coordinator was familiar with Augmented Reality (AR). He was
actually quite familiar with it but had never actually used it.
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All three respondents thought that QR codes were used more often on the AISM
campus than around the city.
Only the technology coordinator had a smartphone.
They all thought that the iPads in the library can be used for QR codes and AR, but two
of them expressed concern regarding school wifi limitations.
They all thought that when it comes to using QR codes and AR at the school, limited
mobile device ownership by individuals, actual implementation throughout the school,
and limited wifi availability would be key areas of challenge.
The technology coordinator thought that, given the circumstances that not enough wifi
would be available to support individual use on a large scale at any one time, QR codes
and AR could be more effectively used for class-organized activities..
They all thought that the use of QR codes and AR should be promoted for many of their
useful applications within the school and library.
Regarding the several possible QR code and AR applications as they pertain to the
library environment
a. All three respondents thought that:
QR codes and/or AR for library notice boards for announcements would be very
useful
QR codes and/or AR for collaborative book/DVD student reviews would be very
useful
b. Two of the three respondents thought that:
QR codes/AR for video tutorials on library searches and information for
books/DVDs of the month would be very useful
QR codes/AR for interactive library navigation will be moderately useful
c. The three respondents showed varying interests in other possible applications of QR
codes and AR within the library such as using
QR codes/AR for using databases, getting feedback from library users and
making library reservations.
The guidebooks contents must include background information, illustrative examples and short
exercises on QR codes and Augmented Reality (AR).
The QR codes and AR trigger images in the guidebook must be functional.
The instructions and job aids must be clear, logical and easy to follow.
The guidebook must provide QR codes that link to video tutorials.
B. Post-workshop survey
When the workshop was over, each participant completed a survey to provide feedback
regarding the experience. As was the case with the five exercises from the guidebook, these surveys
were meant to help gather data to inform guidebook adjustments. Appendix C provides the links to the
post-workshop survey form and its results.
mobile digital tools, specifically QR codes and Aurasma trigger images. The exhibit was successfully
launched and, as was the case with the five exercises and surveys, served to inform further adjustments
to the guidebook. Also insightful were observations made while the posters and displays were being
created. The Library Open Night also provided a way to test the reception of parents and student to the
proposed usage of QR codes and AR in the library.
The majority of the respondents were very much satisfied that the workshop was relevant to
their jobs, interactive and engaging. They were also mostly satisfied that the workshop was
informative and had clear learning goals, an appropriate venue, and appropriate time allotment.
The majority of the respondents were very much satisfied that the initial draft of the guidebook
provided engaging examples and exercises, contained useful information and was used by the
facilitator effectively. Most of the respondents were very much satisfied to mostly satisfied
about the draft of the guidebook being easy to read and understand.
The majority of the respondents were moderately satisfied with the guidebook on the following
aspects:
a. visual layout
b. illustrations and diagrams
c. organization
Overall, the respondents were mostly satisfied with the workshop facilitator and the initial draft
of the guidebook.
Some of the significant suggestions raised were the following:
a. Less text; some sections have lengthy descriptions.
b. Add tips or questions for each example to make readers quickly think of ideas
c. Clear placement of indicators showing which images and QR codes to scan.
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Many students who took the survey thought that QR and AR are both interactive but require
fast wireless internet connection.
When asked to choose between QR codes and AR, more students found QR codes to be esier to
use, understand and create projects with. They thought QR codes were easier to share and to
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link a variety of digital media content to. They also saw QR codes as more collaborative because
they make it easier for participants to interact with the digital content.
More students preferred QR codes when it came to linking to school-related websites, gathering
feedback, taking quizzes, and navigating maps.
When used to show videos and animations, play audio and demonstrate 3D structures, more
students think that AR is better.
Many seem to agree that both QR and AR can be effective for giving instructions/directions,
playing scavenger hunts, and creating interactive posters.
Generally, students think that both QR and AR will have potential applications for subject areas
such as Languages, Science, Humanities and Technology, as well as for Library services.
Compared to students who chose QR in their responses, there are more students who think that
AR has more applications in subject areas such as: Visual Arts, Performing Arts and Physical
Education.
Part V. Discussion
As a result of the many steps taken in this project, the guidebook has been improved upon and
discussion has continued regarding the use of QR codes and AR in the library. Below are descriptions of
modifications that have been made to the guidebook and thoughts that have been shared by the
employees and student regarding the potential use of QR codes and AR in the library.
Reductions were made in the amount of textual information, particularly in the successive pages
that show examples of QR codes and AR applications.
More visual cues were conspicuously provided for important reminders of steps that are
necessary to complete specific guidebook activities.
Markers or tags were created to designate QR codes and trigger images that need to be
scanned.
Opportunities were provided for readers to pause and think of ideas related to each specific
example given for QR codes and AR applications.
Boundary lines were used to organize the textual and visual content in the examples pages.
A facilitators guide was provided to explain how to use the guidebook for a workshop.
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regularity in Mozambique for people with mobile devices to use their data subscription just to
scan visual codes and images. Students also feel that large scale use of such mobile technologies
would require promotion since not many people are aware of these digital tools.
C. Recommendations
To utilize QR codes and AR and the prepared workshop guidebook more efficiently, the
following recommendations are formulated:
QR code and AR activities seem to be best done when teacher-directed in a class. This
arrangement will provide access to everyone. Teachers can book mobile devices (iPads) in the
library for class use. The activities can be done even outside the library.
Because students will have to use their own Internet connection for independent QR code and
AR scanning, the library can still use QR codes and AR but should limit the use to only popular
activities that the majority of the students in the survey identified as most useful.
The speed of browsing the online content of QR codes and AR must be considered when
designing QR code-linked activities. Heavy content such as flash-driven and multimedia
elements should be planned accordingly.
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activities will have to be regulated and organized by library staff and teachers for group activities rather
than large scale individual activities.
As was stated earlier, the school intends to purchase more iPads. After participating in the
workshop, the secondary librarian and her assistant now have added insights into how those iPads can
be used in interactive ways within the library as well as within the classrooms of the school. The library
staff members will have opportunities moving forward to help the teachers of the school create more
digitally-enhanced and interactive opportunities for the students both within the library and within the
classrooms.
References
AISM Mission & Vision. (n.d.). Retrieved from
http://www.aism-moz.com/site/index.php/about-us/missionvision
Loertscher, D. V. (2012). Maker Spaces and the Learning Commons. Teacher Librarian, 39(6),
45-46.
Godstein, A. (2014, March 11). QR codes and Aurasma in the Library. Retrieved May 3, 2015,
from http://www.slideshare.net/poeticks8tr/qr-codes-and-aurasma-in-the-library
Neltner, H. (2014, January 2). Learning in Progress. Retrieved May 3, 2015, from
http://learninprogress.blogspot.com/2014/01/intro-to-augmented-reality-aurasma.html
South africa information technology report - Q1 2013. (2013). (). London: Business Monitor
International. Retrieved from
http://ezproxy.lib.indiana.edu/login?url=http://search.proquest.com/docview/1238240853?accountid=
11620
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Librarian
Library Assistant
Tech Coordinator
Yes.
Yes.
No.
No.
4. Do you own a
smartphone? Do you have
QR code and/or AR
scanner apps in your
phone?
No.
Very rarely.
iPads
iPads
Yes.
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AR scanner apps?
9. Do you think the school
community will have
possible use for QR codes/
AR in the library and
around the campus? In
what ways do you think it
will be helpful?
I don't know.
Instant information.
Implementation
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No idea.
11. Rate the usability of the type of projects using the following descriptions:
A. Not possible
B. Not useful
C. Minimally useful
D. Moderately useful
E. Very useful
Librarian
Library
Assistant
Tech
Coordinator
d. QR codes posted on books and DVDs that give readers info and
allow them to read /write reviews.
Table 1. Summary of interviews with the head librarian and technology coordinator
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a. Post-workshop survey:
Staff members (library, technology
coordinator, teachers)
https://goo.gl/6tTvmq
https://goo.gl/ApYIrq
https://goo.gl/KMRAut
https://goo.gl/XcWVS4
https://goo.gl/sMCL0P
https://goo.gl/QRtpWq
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Figure 5. Comparison 1
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Figure 6. Comparison 2
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