Augmented Reality Applications in Education: Teachers Point of View
Abstract
:1. Introduction
2. A Brief Review of the Literature
2.1. Augmented Reality in Education
2.2. Augmented Reality in Culture Field
2.3. Augmented Reality: Barriers and Limitations
- Usability issues: usability issues [13] have been reported based on the fact that students find AR complicated and difficult to use [13,14], face technical problems while using an AR app [14] due to device characteristics such as a small size screen, network speed, or battery capacity [16]. Other studies describe as a drawback of using AR technology the student distraction [13] and cognitive overload [19]. On those issues, a well-designed interface, guidance [14], training both students and teachers in using augmented reality technology [13] and managing of experience complexity level [19] have been already proposed as solutions.
- Features of available software: financial cost [16,17,21], current state of the art mostly on GPS [19], the lack of tools designed for education [8] as general-propose AR applications are not education-oriented and inadequate for educational use [8]), limited availability of built-in monitoring features and assessment tools that are either not provided at all [29] or are available only on commercial (paid) editions [16], are some of the barriers of AR adoption and research conducting. Researchers have already suggested the ideal features which an AR development platform should contain to achieve teaching and learning goals such as easy to use authoring tools through e.g., browser-based editors, functions for various multimedia content integration, location-based functions, dynamic triggers, embedded assessment, data collection functions for assessment and evaluation purposes, social networking and abilities for creation of differentiated role–based AR experiences through different scenarios and participant roles to meet diverse educational needs [8,19] (pp. 742–743). Among the suggested ideal features, the most important features also noted by other researchers are: (a) the use of tools that “incorporate virtual content in a simple way” [8] (p. 8) and visual programming environments (such as Scratch or App Inventor) because they have been proved successful in classrooms and are able to overcome barriers faced by educators [29]; and (b) features for testing students, collecting data [8,20] (p. 8) and social interaction (e.g., “for sharing content, thoughts”) [30] (p. 278), [11] (p. 4).
- Research and practical restrictions: for conducting a survey either in the class context or in the natural environment, difficulties and limitations must be addressed. In an outdoor natural environment, the weather conditions and physical characteristics could change initial plans (e.g., when physical objects are used as triggers every change in lighting and vegetation affects the overlay’s launching) [7,31] while in the in-class context a more extensive setup (e.g., arranging desks, markers or QR Code on each desk, adjusting the lighting) is required [12]. Common important factors in both contexts are adequate technological equipment, trained educators [7], student willingness and the school administrations’ collaboration [3], additional lecture time for the effective use of AR applications [14], a small research sample, limited research duration and use of the application as information tool and not as an instrument for experimentation [3].
- Diffusion of AR technology: AR technology is still relatively new to education [16,29]. In Greece, the use of AR in education is limited [3] while in other countries it is widely used in all education levels [14] Also, in [5], the study concludes that students are not familiar with the use of mobile technology in the learning process, although they are familiar with mobile technology in everyday life [5]. Another study has shown “that AR technology can be misunderstood by some students and may encourage them not to study outside the class” or students “find the AR components more interesting” than the course topic [24] (p. 341).
- Complex process of AR applications development: the development of an AR experience is a time-consuming [7,16,29] and complex process that demands more than one instructor for proper implementation, especially in location and place-depended applications [19]. It poses technical challenges, requires skilled instructors, the involvement of computer specialists [29] and the use of software for image and video editing and computer graphics creation [16].
- 3D modeling: the creation of virtual content and 3D models, which are a necessary component of applications in the cultural heritage field and their representation is considered the most powerful feature in AR, by teachers is seen as complex process “that cannot afford” [8] (p. 3) and as “one of the greatest disadvantages to using AR” [8] (p. 7).
- AR applications development in the cultural heritage field: the implementation of applications in the cultural heritage field is a complex task that requires a diverse group of scientists’ to collaborate [27], a demanding 3d modeling process for the digital reconstruction of historical monuments (e.g., ancient cities), and AR development in order to offer users a unique immersive experience [4]. 3d modeling demands an initial time-spending phase of data gathering and pre-processing of collecting data [27,32] and/or collaboration with experts [33] and local authorities either to provide the necessary data or the entire 3d model (e.g., 3D model of a part of Vienna city was obtained from the cartography department of the city administration [24]). Additional factors affecting the implementation of applications in the cultural heritage field are the characteristics of the urban environment (e.g., an area open enough should be chosen to allow reception of GPS signals [33], the location of the study area which should be close enough “to allow frequent visits for development and testing purposes” [31,33] and sponsorship/financing of the project [33].
- Constant changes in technology and the social requirement for continuous training: continuous and rapid changes in technology, the limited longevity and changes of software platforms create the need to keep up to date [23]. In addition, in some cases inadequately trained educators [7] or negative attitudes [14], and the required technical expertise (computer skills [21] and programming skills [8,29]) for AR applications development and the social demand for efficient professionals [29], create the need for continuous training.
- Teachers’ and students’ involvement in AR applications development: the active involvement of both teachers and students in AR applications development is proposed [12] in order to achieve better learning outcomes. The teachers’ involvement is also proposed because there is a difference between a designer’s and teacher’s perspectives [19] and teachers are more pedagogically trained than ICT experts.
3. Research
3.1. Research Questions
- Is AR technology widespread at a social and educational level?
- What is the teacher’s opinion about the need for continuous training?
- What is the teacher’s opinion about 3d modeling?
- What is the teacher’s opinion about AR application development in school settings?
- What is the teacher’s opinion about the factors that can affect the AR application development in school settings?
- What role would teachers like to have in AR application development process? A similar question, “What is the role of the teacher in the learning environment in which mobile games are used?” has been raised as a subject for further investigation in another survey [20] (p. 16).
3.2. Research Methodology and Tools
- Teacher’s profile (the fourth and fifth questions were adjusted based on [8] (p. 3) survey).
- Diffusion of AR technology (to answer the research Question 1, where the first and fourth questions were adjusted based on [8] (p. 3) survey).
- Need for continuous training (to answer the research Question 2)
- 3D modeling (to answer the research Question 3, where the second and third questions were adjusted based on [8] (p. 3) survey).
- Teachers’ and students’ involvement in AR applications development (to answer the research Questions 4, 5 and 6).
3.3. Participant’s Profile
4. Results and Discussion
4.1. Diffusion of AR Technology
4.2. Need for Continuous Training
4.3. 3D Modeling
4.4. Teachers and Students Involvement in AR Applications Development
- Conditions: (a) necessary disposal of teacher’s personal time (P10—artists teacher); and (b) more feasible implementation in specific types of schools. For example, in a model high school (P13—physics teacher, P16—philologist teacher) where students have very good knowledge of ICT and can meet the requirements of implementation, there are fewer limitations of the curriculum (P15—English studies teacher), parents will cooperate, and they are willing to spend money for educational purposes e.g., programmable educational robots (P5—engineer-architect teacher). Also, the implementation is more feasible in elementary schools, in junior high schools and vocational schools than in the senior high schools because students in those schools focus on their own goals and interests and on the university entrance exams (P7—physics teacher, P11—ICT teacher, P16—philologist teacher).
- Points of concern: (1) doubtful learning outcome (P17—mathematics teacher, P20—mathematics teacher); (2) inadequate teacher collaboration (P19—graphic arts teacher); (3) poor student collaboration (P16—philologist teacher); (4) limitations due to the curriculum in terms of hours and way of teaching (P15—English studies teacher, P16—philologist teacher). The real time available is limited, since several hours are required to complete administrative issues (P10—artists teacher, P19—graphic arts teacher, P9—ICT teacher), leading teachers to focus primarily on teaching the mandatory course topics and less on other more general issues (P12—philologist teacher, P19—graphic arts teacher). (5) Students’ general attitude since they are accustomed to focus more on formal obligations (P8—chemistry teacher) and a good result in examinations and competitions, which leaves no room for something different (P8—chemistry teacher, P19—graphic arts teacher).
- Suggestions: (1) selection of students teamed with availability, knowledge and positive attitude (P4—ICT teacher); (2) a careful choice of co-workers of other specialties (P11—ICT teacher); (3) a good preparation from the previous year (P7—physics teacher, P10—artists teacher); (4) reward for students and teachers (P15—English studies teacher); (5) support and coordination by central services (e.g., training on the specific technology) (P15—English studies teacher).
- Attitude towards technology: (1) digital applications stimulate students’ interest (P5—engineer-architect teacher, P15—English studies teacher, P16—philologist teacher, P20—mathematics teacher), (2) students are interested and willing to collaborate (P5—engineer-architect teacher, P10—artists teacher), (3) Parents and school administration support actions with pedagogical aim and outcome (P5—engineer-architect teacher, P10—artists teacher), (4) Teacher personality plays a key role (P4—ICT teacher, P10—artists teacher, P15—English studies teacher).
5. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
Appendix A
- “Have you heard or read about augmented reality?”
- “Have you ever used an augmented reality app?”
- “Which of the following apps have you used?”
- “Have you used augmented reality applications in teaching?”
- “In which of the following ways are you informed about seminars/trainings?”
- “For which reasons would you attend a seminar/training?”
- “For which reasons you wouldn’t attend a seminar/training?”
- “The constant and rapid changes in technology and the social demand for effective professionals create the need for continuous training. How stressful is this situation?”
- “Are you familiar with the creation of 3D digital models?”
- “Do you use digital 3D models in teaching?”
- “Are you interested in training in the creation of digital 3D models?”
- “Which of the following 3D design tools you know and you could use to create digital 3D models?” (select more than one)
- “If you had to create a digital 3D model how would you feel and why?”
- “Is the AR application development by teachers and students possible in school settings?”
- “How adequate/appropriate are the following factors for the development of AR applications by teachers and students in the context of teaching?”
- “Other factors that can limit-restrict the development of AR applications by teachers and students in the context of teaching (please refer briefly)”
- “What role would you like the teacher to have in the development of AR applications; (you can select more than one)”
- “If there were available cultural content applications that would require a visit to the city:
- Would you use them as teaching tools?
- Would students be interested?
- Would you come up against practical issues (available time, school program, etc.)”
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Specialty | Answers |
---|---|
Philologist | 4 |
ICT | 4 |
Mathematics | 3 |
Artists | 2 |
Graphic Arts | 1 |
Civil Engineer-Architect | 1 |
Environmental | 1 |
Physical Education | 1 |
Chemistry | 1 |
Physics | 1 |
English Studies | 1 |
No | In Progress (2nd Degree or Postgraduate) | Postgraduate Studies |
---|---|---|
25% | 15% | 60% (10% PhD) |
No | Yes |
---|---|
30% | 70% |
Social Media | Answers |
---|---|
15 | |
2 | |
Google+ | 14 |
YouTube | 14 |
Blogger | 5 |
6 | |
Ιnstagram | 8 |
Question | Yes | No | I Don’t Know |
---|---|---|---|
“Have you heard or read about augmented reality?” | 50% | 50% | - |
“Have you ever used an augmented reality app?” | 15% | 60% | 25% |
“Which of the following apps have you used?” | 45% 1 | 55% | - |
“Have you used augmented reality applications in teaching?” | 0% | 100% | - |
Occasionally | Officially | Systematically |
---|---|---|
10% | 35% | 55% |
Reason | Answers |
---|---|
professional development | 11 |
professional need | 10 |
personal development | 15 |
personal interest | 10 |
no reason (not attending seminars) | 1 |
other | 0 |
Reason | Answers |
---|---|
attitude | 3 |
available time | 17 |
professional motivation (e.g., graduated seminars) | 4 |
administration support (e.g., educational leave) | 4 |
program financial costs | 14 |
way of conducting a seminar (e.g., distance) | 7 |
time of conducting a seminar | 9 |
program subject | 10 |
program requirements | 3 |
Not at All | A little | Moderate | Enough | Very |
---|---|---|---|---|
0% | 15% | 25% | 45% | 15% |
Questions | Not at All | A Little | Moderate | Enough | Very |
---|---|---|---|---|---|
“Are you familiar with the creation of 3D digital models?” | 70% | 10% | 5% | 10% | 5% |
“Do you use digital 3D models in teaching?” | 75% | 5% | 10% | 10% | 0% |
“Are you interested in training in the creation of digital 3D models?” | 0% | 10% | 30% | 35% | 25% |
None | At Least One |
---|---|
55% | 45% 1 |
Feeling/Approach | Answers |
---|---|
difficulty, pressing, demanding | 3 |
pleasant-creative | 7 |
interesting | 5 |
anxiety | 3 |
curiosity | 1 |
exciting | 3 |
neutral | 1 |
No answer | 2 |
No | Slightly | Under Conditions | Quite Possible | Yes, Definitely |
---|---|---|---|---|
5% | 30% | 55% | 10% | 0% |
Factors | Not at All | A Little | Moderate | Enough | Very |
---|---|---|---|---|---|
the technological equipment of the school | 20% | 30% | 20% | 30% | 0% |
the available laboratory | 15% | 30% | 10% | 30% | 15% |
the available hours | 5% | 65% | 10% | 10% | 10% |
your ICT skills | 0% | 25% | 40% | 30% | 5% |
working conditions with co-workers (e.g., different working hours) | 15% | 30% | 35% | 15% | 5% |
the conditions of cooperation with the administration | 0% | 20% | 20% | 40% | 20% |
Other Factors | Answers |
---|---|
students’ knowledge level on ICT | 4 |
different cognitive level among students | 4 |
reluctance of students to participate | 3 |
student’s attitude towards technology | 2 |
student’s general attitude (focusing on formal obligations and not on creative tasks) | 2 |
level of student collaboration | 3 |
absences of students | 1 |
strict/restrictive timetable | 5 |
reluctance of teachers to participate | 2 |
teachers’ attitude towards technology (difficulty in using and exploiting) | 1 |
teachers’ workload | 1 |
lack of material infrastructure/equipment | 2 |
excessive curriculum | 1 |
The AR Applications Development to be Done: | Answers |
---|---|
by the teacher and the students in the course context for any field | 3 |
by the teacher and the students in the course context for course topics | 9 |
through collaboration of teachers of different specialties and students in the context of special courses for any field | 14 |
through collaboration of teachers of different specialties and students in the context of special courses for courses topics | 5 |
by specialists and offered as educational tools that the teacher will use in his educational intervention for any field | 10 |
by specialists and offered as educational tools that the teacher will use in his educational intervention for specialized fields | 8 |
If There Were Available Cultural Content Applications that Would Require a Visit to the City | Not at All | A Little | Moderate | Enough | Very |
---|---|---|---|---|---|
Would you use them as teaching tools? | 0% | 0% | 10% | 45% | 45% |
Would students be interested? | 0% | 5% | 20% | 35% | 40% |
Would you come up against practical issues (available time, school program, etc.) | 5% | 30% | 20% | 35% | 10% |
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Tzima, S.; Styliaras, G.; Bassounas, A. Augmented Reality Applications in Education: Teachers Point of View. Educ. Sci. 2019, 9, 99. https://doi.org/10.3390/educsci9020099
Tzima S, Styliaras G, Bassounas A. Augmented Reality Applications in Education: Teachers Point of View. Education Sciences. 2019; 9(2):99. https://doi.org/10.3390/educsci9020099
Chicago/Turabian StyleTzima, Stavroula, Georgios Styliaras, and Athanasios Bassounas. 2019. "Augmented Reality Applications in Education: Teachers Point of View" Education Sciences 9, no. 2: 99. https://doi.org/10.3390/educsci9020099
APA StyleTzima, S., Styliaras, G., & Bassounas, A. (2019). Augmented Reality Applications in Education: Teachers Point of View. Education Sciences, 9(2), 99. https://doi.org/10.3390/educsci9020099