Using Augmented Reality to engage STEM students with an authentic curriculum

Journal Title: EAI Endorsed Transactions on e-Learning - Year 2016, Vol 3, Issue 11

Abstract

This paper reports on the introduction of a set of 'Augmented Reality' (AR) tasks, offering an innovative, real world and problem based set of activities for a group of first year University Gaming and Computer Science students. Our initial research identifies a gap in the perceptions of STEM students between the usefulness of discipline based modules and a compulsory 'Professional Development' module where more ‘employability’ based skills were delivered. It had a history of poor student engagement and attendance, and failed to provide a compelling narrative/links to the outside world. The AR tasks were designed to facilitate group-working and multi-channel communication, and to engage students through the use of a more creative technology. Framed as a rich case study, insights are captured through student blogs, video interviews and a questionnaire. Initial findings indicate higher levels of satisfaction and an appreciation of groupwork tasks, enhanced student engagement and a greater awareness of the value of transferable skills.

Authors and Affiliations

M. Hobbs, D. Holley

Keywords

Related Articles

Enhancing Student Engagement Through Social Media A School of Business Case Study

While many universities have been deploying both electronic learning (eLearning) and social media applications for academic purposes, there is currently little research on the impact on their use on students’ overall lea...

A latent profile analysis of students’ motivation of engaging in one-to-one computing environment for English learning

This study used latent profile analysis to cluster students into three groups with homogenous motivational profiles based on self-reported self-efficacy, task value and task anxiety measures obtained from 263 middle scho...

Self-directed learning in e-portfolios: Analysing students’ performance and learning presence

E-portfolios constitute a dynamic research topic in e-learning, since they foster a new philosophy for learning and personal development, which is characterised by open, participatory, self-directed, reflective and colla...

Is Technology Mediated Learning Really Improving Performance Of Students?

This paper examines the role of information technology in learning environments. In particular, it goes through the analysis of the impact of the use of information technology in high school students’ performance. It des...

Pre-service Teachers’ Perspectives on One-to-one Computing: A Mixed Method Study

This study aims at exploring pre-service teachers’ perspectives on one-to-one (1:1) computing in teaching and learning. It gathered data regarding various aspects of 1:1 computing from 145 pre-service teachers at a publi...

Download PDF file
  • EP ID EP45973
  • DOI http://dx.doi.org/10.4108/eai.15-6-2016.151447
  • Views 247
  • Downloads 0

How To Cite

M. Hobbs, D. Holley (2016). Using Augmented Reality to engage STEM students with an authentic curriculum. EAI Endorsed Transactions on e-Learning, 3(11), -. https://europub.co.uk/articles/-A-45973