In recent years, thanks to the rapid advance of mobile technologies which lend portable devices great computing power, making them affordable at the same time, the development of applications and tools for augmented reality has found new life. The proposal is a reflection on current best practices in the field of augmented reality learning as a branch of mobile learning1 and on the technologies and methodologies that will build its future. Each of the major players in the global scene of the technology field has already produced or is preparing to produce powerful and economical solutions, following different philosophies. Variety, availability and affordability are three elements that give this technology a chance to be adopted in educational settings, not only in adult education, but also in cultural heritage education and even in the classroom. Many have employed these tools in such contexts, with analyses of the results obtained, often conducted by computer science or engineering faculties, but it is rare to find studies based and conducted on sound pedagogical and didactical foundations, and we will focus on these. We will analyse the technologies and methodologies used and we will reflect on the strengths and the issues that they present. As a natural conclusion of this work, we will finally share and discuss a proposed theoretical and methodological framework that can guide future experiences of augmented reality learning.

Augmented Reality Learning: Pedagogical Aspects and Technologies for a Future Methodological Framework

PETRUCCO, CORRADO;AGOSTINI, DANIELE
2016

Abstract

In recent years, thanks to the rapid advance of mobile technologies which lend portable devices great computing power, making them affordable at the same time, the development of applications and tools for augmented reality has found new life. The proposal is a reflection on current best practices in the field of augmented reality learning as a branch of mobile learning1 and on the technologies and methodologies that will build its future. Each of the major players in the global scene of the technology field has already produced or is preparing to produce powerful and economical solutions, following different philosophies. Variety, availability and affordability are three elements that give this technology a chance to be adopted in educational settings, not only in adult education, but also in cultural heritage education and even in the classroom. Many have employed these tools in such contexts, with analyses of the results obtained, often conducted by computer science or engineering faculties, but it is rare to find studies based and conducted on sound pedagogical and didactical foundations, and we will focus on these. We will analyse the technologies and methodologies used and we will reflect on the strengths and the issues that they present. As a natural conclusion of this work, we will finally share and discuss a proposed theoretical and methodological framework that can guide future experiences of augmented reality learning.
2016
Virtual Worlds: The Virtual Reality and Augmented Reality Intersections
978-1-84888-384-0
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11577/3218450
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