DIGITAL LIBRARY
AUGMENTED EDUCATION IN A DIGITAL WORLD
Clemson University (UNITED STATES)
About this paper:
Appears in: INTED2016 Proceedings
Publication year: 2016
Pages: 2816-2822
ISBN: 978-84-608-5617-7
ISSN: 2340-1079
doi: 10.21125/inted.2016.1629
Conference name: 10th International Technology, Education and Development Conference
Dates: 7-9 March, 2016
Location: Valencia, Spain
Abstract:
While the use of barcodes and qr codes has been around for many years, there is a relatively new technology that has the potential to transform the world of print, as well as that of education. This technology is Augmented Reality (AR). Barcodes and qr codes are both triggers that enable a digital device to act appropriately when the codes are scanned digitally. In the case of a barcode, the printed code might be used to provide a price at a grocery store check out lane. While a qr code might be used in an advertisement to launch a particular website when the qr code is read with the appropriate application on a smartphone.

Augmented reality also uses a printed trigger to launch a digital action, but the trigger does not have to look like a printed barcode or like a qr code box. The trigger for an AR interaction can be a printed picture or a normally printed design, the trigger does not have to be a particular format. In the case of AR, the trigger launches a digital overlay on top of the scanned or printed material which is viewed on a smartphone or tablet’s digital screen. The digital overlay provides an enhanced user experience that could be a video, 3D image, or a variety of other digital possibilities.

With the increased usage of smartphones and internet capable tablets, the promise of advanced augmented reality (AR) applications is coming into reality. AR is working to transform printed material and make it relevant to today’s ever changing digital world. AR allows a viewer to download an application from the internet, and use a smartphone or tablet to access digital content directly from a printed piece, or trigger. Many retailers are looking for AR to transform their printed material and the number of AR software applications is continuing to grow. The application of AR to education is also growing in breadth and application.

This paper will provide a meta-analysis of AR applications, as well as a review of existing AR research. Suggested strategies on incorporating AR into the classroom to aid in the educational process will also be reviewed. An historical reference will also be provided.
Keywords:
Augmented Reality, digital trigger, increased smartphone usage, software applications, enhanced education, digital overlay.