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Instructional Potential of the

Augmented Reality App


Team 11
Felipe Cepeda
Alisha Cherry
Christopher Fountain
What is Augmented Reality
OVERVIEW
E3 Principles Introduction
Effectiveness of HP: Wizards Unite
Efficiency of HP: Wizards Unite
Engagement of HP: Wizards Unite
Summary
References
What is Augmented Reality (AR)
● Growing trend in technology
● Uses your environment and phone camera
● Superimposes images onto the screen
● Companies use to promote products before you buy
● Examples:
○ IKEA Place -- furniture
○ BBC Civilisations AR -- historical artifacts
○ Mondly -- language-learning tutorials
○ Pokemon Go -- GPS-based interactivity
○ WallaMe -- hidden messages
E3 PRINCIPLES
● Effectiveness, efficiency, and engagement issues in technology enriched and enabled
environments (TEELE)

Huang, W.D.
EFFECTIVENESS
● How effective is the system?
● How effective is the learning process?
● How effectively does the app support the achievement of learning outcomes?
Effectiveness

LT System Learning

Process

Outcomes

EFFECTIVENESS
Interactive skills
with LT
Effectiveness

LT System Learning

Process

Outcomes

EFFECTIVENESS
Interactive Understanding
Effectiveness skills with LT the narrative

LT System Learning

Process

Outcomes

EFFECTIVENESS
Effectiveness

LT System Learning

Cognitive
Strategies

Process
Intellectual
skills

Outcomes

EFFECTIVENESS
EFFICIENCY
● How adaptable is the app?
● Is the technology interoperable?
● Is the app scalable?
● How efficient is the app during the learning process?
● How efficient is the app at achieving learning outcomes?
Efficiency

LT System Learning

Adaptability Process

Interoperability
Outcomes

Scalability

EFFICIENCY
Efficiency

LT System Learning

Adaptability Process

Interoperability
Outcomes

Scalability

EFFICIENCY
Efficiency

LT System Learning

Adaptability Process Scalability

Interoperability
Outcomes

Scalability

EFFICIENCY
Efficiency

LT System Learning

Adaptability Process

Interoperability Outcomes

Scalability

EFFICIENCY
ENGAGEMENT
● How motivated were you to use the app?
○ Five Principles of Motivation
● What extent is the app ready to facilitate and support user behavior/issues?
● What types of social support are available in the app?
Engagement

LT System Learning

User
Process
Motivation

Facilitating
Conditions

Social Support

ENGAGEMENT
MOTIVATION TO LEARN IS PROMOTED WHEN...
1. Learner curiosity and attention is aroused

2. Instruction is relevant to learner goals

3. Learner has confidence they can succeed

4. Learner anticipates and experiences satisfaction


related to learning tasks
5. Learner has persistence and self-control to
achieve a goal
Engagement

LT System Learning

User Motivation Process

Facilitating
Conditions

Social Support

ENGAGEMENT
Engagement

LT System Learning

User Motivation Process

Facilitating
Conditions

Social
Support

ENGAGEMENT
Engagement

LT System Learning

User Motivation Process

Facilitating
Conditions

Social Support

ENGAGEMENT
SUMMARY
EFFECTIVENESS

System Provides an induction process to the system and content ✓

Learning Process Present a process of gradual and cumulative learning ✓

Learning Outcomes The game does not guarantee the achievement of all learning outcome because of the focus
are in the consistency of the daily login and not understand the strategies required. X

EFFICIENCY

Adaptability Indoor conditions were more challenging than outdoors ✓

Interoperability Interoperable with Android and Apple systems and other phone functions ✓

Scalability Impossible to adjust screen size X

Learning Process Tutorials explained in visual and auditory methods ✓

ENGAGEMENT

Motivation Meets Keller’s five motivational principles ✓

Facilitating Conditions Although facilitating conditions are present, technical support is difficult to locate and
learners are likely to experience disengagement X

Social Support Social collaboration is present, encouraged, and may even be required for certain tasks ✓
REFERENCES
Gagne, R. M., Briggs, L. J., & Wager, W. M. (1992). Principles of instructional design (4th ed.). Retrieved from
https://weber.instructure.com/courses/351142/pages/gagnes-learning-outcomes?module_item_id=2642036

Huang, W.D. Evaluation of learning technologies [Video]. Retrieved from https://www.coursera.org/learn/hrd472-learning-technologies/lecture/RtbI6/evaluation-of-


learning-technologies

Jansen, M. (2019) The best augmented reality apps for Andriod and IOS. Retrieved from https://www.digitaltrends.com/mobile/best-augmented-reality-apps/

Keller, J.M. (2008). First principles of motivation to learn and e3-learning. Distance Education, 29 (2). doi:10.1080/01587910802154970

The Franklin Institute (2018). What is augmented reality? Retrieved from https://www.fi.edu/what-is-augmented-reality

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