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Full-Text Articles in Education

Thinking With Semiotic-Dialogism: Re-Orientating Augmented Reality And Visual Literacy, Zoe Hurley Mar 2022

Thinking With Semiotic-Dialogism: Re-Orientating Augmented Reality And Visual Literacy, Zoe Hurley

All Works

Augmented reality (AR) apps, like Adobe’s Aero, enable users to turn Photoshop layers into interactive AR experiences and are considered promising for higher education. But what we see or do not see are mediated via histories, cultural values, ideologies, social practices and technologies. Simultaneously, the ways we receive knowledge, communicate and learn are more than ever being communicated via visual technologies. Yet, theories of visuality within educational research represent a longstanding gap within scholarship and theorising of visual technologies, including AR, is lacking. This study re-orientates conceptions of AR visual literacy through ‘thinking with’ semiotics, which is the study of …


Explorations Of Designing Spatial Classroom Analytics With Virutal Prototyping, Jiwoong Jang, Jaewook Lee, Vanessa Echeverría, Luettamae Lawrence, Vincent Aleven Apr 2021

Explorations Of Designing Spatial Classroom Analytics With Virutal Prototyping, Jiwoong Jang, Jaewook Lee, Vanessa Echeverría, Luettamae Lawrence, Vincent Aleven

Instructional Technology and Learning Sciences Faculty Publications

Despite the potential of spatial displays for supporting teachers’ classroom orchestration through real-time classroom analytics, the process to design these displays is a challenging and under-explored topic in the learning analytics (LA) community. This paper proposes a mid-fidelity Virtual Prototyping method (VPM), which involves simulating a classroom environment and candidate designs in virtual space to address these challenges. VPM allows for rapid prototyping of spatial features, requires no specialized hardware, and enables teams to conduct remote evaluation sessions. We report observations and findings from an initial exploration with five potential users through a design process utilizing VPM to validate designs …


Jewish Time Jump: New York, Owen Gottlieb Nov 2019

Jewish Time Jump: New York, Owen Gottlieb

Articles

Jewish Time Jump: New York (Gottlieb & Ash, 2013) is a place-based mobile augmented reality game and simulation that takes the form of a situated documentary. Players take on the role of time traveling reporters tracking down a story “lost to time” to bring back to their editor at the Jewish Time Jump Gazette. The game is played in Washington Square Park in Greenwich Village, New York City. Players’ iPhones become their time traveling device and companion. Based on the player’s GPS location, players receive digital images from their location from over a hundred years in the past as well …


Collecting Virtual And Augmented Reality In The Twenty-First Century Library, Matthew Hannah, Sarah Huber, Sorin Adam Matei Mar 2019

Collecting Virtual And Augmented Reality In The Twenty-First Century Library, Matthew Hannah, Sarah Huber, Sorin Adam Matei

Matei Interdisciplinary Research Collaboratory

In this paper, we discuss possible pedagogical applications for virtual and augmented reality (VR and AR), within a humanities/social sciences curriculum, articulating a critical need for academic libraries to collect and curate 3D objects. We contend that building infrastructure is critical to keep pace with innovative pedagogies and scholarship. We offer theoretical avenues for libraries to build a repository 3D object files to be used in VR and AR tools and sketch some anticipated challenges. To build an infrastructure to support VR/AR collections, we have collaborated with College of Liberal Arts to pilot a program in which Libraries and CLA …


Qr'ing The Library: Learning About Physical And Online Library Resources Through A Qr-Coded Tutorial, Sally Neal, Kristen Allen Jan 2019

Qr'ing The Library: Learning About Physical And Online Library Resources Through A Qr-Coded Tutorial, Sally Neal, Kristen Allen

Scholarship and Professional Work

No abstract provided.


New Design Principles For Mobile History Games, Owen Gottlieb Jun 2017

New Design Principles For Mobile History Games, Owen Gottlieb

Presentations and other scholarship

This study draws on design-based research on an ARIS–based mobile augmented reality game for teaching early 20th century history. New design principles derived from the study include the use of supra-reveals, and bias mirroring. Supra-reveals are a kind of foreshadowing event in order to ground historical happenings in the wider enduring historical understanding. Bias mirroring refers to a nonplayer character echoing back a player’s biased behavior, in order to open the player to listening to alternative perspectives. Supra-reveals engendered discussion of historical themes early in the game experience. The results showed that use of a cluster of NPC bias mirroring …


Me And My Ve, Part 4, Laura Strater, Christina M. Frederick, Monifa Vaughn-Cooke, Jim Bliss, Smruti Shah Jan 2016

Me And My Ve, Part 4, Laura Strater, Christina M. Frederick, Monifa Vaughn-Cooke, Jim Bliss, Smruti Shah

Publications

Virtual environments, augmented reality, serious games, simulations, and other digitally mediated experiences are revolutionizing the way that we work, learn, and interact with people and systems. The employment of these technologies is driving innovation in research, training, education, evaluation, and various business endeavors. This session will provide a brief overview of some of the diverse uses of virtual environments (VEs) in an alternate demonstration format that leaves just over half of the session time for hands on, interactive demonstrations. Unlike most demonstration sessions, where possible, we encourage session attendees to personally interact with the demonstrations. The session will begin with …


Case Study Two: Jewish Time Jump: New York, Owen Gottlieb Oct 2014

Case Study Two: Jewish Time Jump: New York, Owen Gottlieb

Articles

Gottlieb presents an early case study of his mobile augmented reality game Jewish Time Jump: New York design on the ARIS platform for the iPhone and iPad (iOS). The game is set on-location in Washington Square Park in New York city. Players in 5th-7th grade take on the role of time-traveling reporters, landing on site on the eve of the Uprising of 20,000, the largest women-led strike in U.S. History. Based on their GPS location they receive media from over 100 years in the past, interactive with digital characters as they work to gather a story for the fictional Jewish …