Forest Classroom: A Case Study of Educational Augmented Reality Design to Facilitate Classroom Engagement
Abstract
:1. Introduction
- Integrating educational content into the experience to provide value to the teachers.
- Extending the physical Forest Room environment into an AR experience that provides motivation and engagement to students.
- Designing and developing an AR application that adds meaningful value to the process and that is appropriate to the age group and context.
1.1. Research Methodology
1.2. Application Features Overview
1.3. Outline
2. Design Frameworks for an Augmented Reality Forest Classroom
2.1. Augmented Reality Educational Experience Design
2.2. Engagement and Motivational Design
2.3. Augmented Reality Application Design
3. Description of Forest Classroom AR Design
3.1. Augmented Reality Educational Experience Design
3.1.1. Educational Principles
3.1.2. Curriculum and Pedagogy Design
3.1.3. Stability in Interaction
3.1.4. Self-Learning Capability
3.1.5. Parent’s Involvement
3.1.6. Student’s Background
3.1.7. Platform
3.2. Engagement and Motivational Design
3.2.1. Hedonic Enjoyment
3.2.2. Physical Activity
3.2.3. Flow
3.2.4. Emotional Benefits
3.2.5. Social Status
3.2.6. Social Norms
3.3. Augmented Reality Application Design
3.3.1. User Interface and Interaction Layer
3.3.2. Scaffolding and Success Opportunities
3.3.3. Input, Sensing, and Registration
3.3.4. Real-Time Feedback
3.3.5. Engagement with the Teacher
4. Expert Heuristic Evaluation of Design
- The Forest Adventure AR application via the Apple App Store and Google Play Store together with instructions to download and install the app on their personal device.
- The Forest Adventure AR Book as a 30-page children’s storybook about the adventures of Hettie and Harry in the forest.
- A task list to complete, including downloading the application, installing it, reading the AR-capable storybook, triggering the AR experiences on the storybook pages, playing the “Popping the Leaves” game within the AR app, and finally giving their feedback.
- The feedback form (see Table 1).
4.1. Results
4.1.1. Educational Content
4.1.2. Motivation and Engagement
4.1.3. Features of AR
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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EC | ME | AR | Feedback Form: Evaluation Criteria (1—Very Poor), (2—Poor), (3—Moderate), (4—Good), (5—Excellent) | Std Deviation | Mean |
---|---|---|---|---|---|
✔ | 1. Learning Content Design & Assessment: AR experiences facilitate the organisation of the content pieces and learning objects to achieve the primary goals and feedback to the learning programs. | 1.10 | 3.17 | ||
✔ | 2. Motivation to Learn: AR experiences use e-stories, games, simulations, role playing, activities, and case studies to gain the attention and maintain the motivation of students. | 0.98 | 3.83 | ||
✔ | 3. Support Students’ Curiosity: AR experiences should enable cognitive curiosity through surprises, paradoxes, humour, and dealing with topics that already interest the students. | 0.76 | 3.83 | ||
✔ | 4. Educational Quality: AR experiences inserted in the scenes together with the possible actions and interactions contribute to the teaching–learning process. | 1.38 | 3.50 | ||
✔ | 5. Evoke Students’ Mental Imagery: AR experiences appeal to the imagination and encourage recognition to create a child’s unique interpretations of the characters or contexts. | 1.22 | 3.50 | ||
✔ | 6. Fit with User Environment and Task: AR experiences use visualisation and metaphors that have meaning within the physical and task environment in which they are presented. Visualisations and metaphors match the mental models that the user has based on their physical environment and task. | 1.03 | 3.67 | ||
✔ | 7. Form Communicates Function: The form of a virtual element relies on existing metaphors that the user knows in order to communicate affordances and capabilities. | 1.14 | 3.00 | ||
✔ | 8. Minimise Distraction and Overload: AR experience designs should work to minimise accidental distraction due to cluttered, busy, and/or movement-filled designs. | 0.63 | 4.00 | ||
✔ | 9. Fit with User’s Physical Abilities: Interaction with AR experiences does not require actions that are physically challenging, dangerous, or that require excess amounts of coordination. All physical motion required should be easy. | 0.52 | 4.67 | ||
✔ | 10. Adaptation to User Position and Motion: The system adapts such that virtual elements are useful and usable from a variety of viewing angles, distances, and movements that will be made by the user. | 0.75 | 3.83 | ||
✔ | 11. Alignment of Physical and Virtual Worlds: Placement of virtual elements should make sense in the physical environment. If virtual elements are aligned with physical objects, this alignment should be continuous over time and viewing perspectives. | 1.03 | 4.33 | ||
✔ | 12. Accessibility of Off-screen Objects: Interfaces that require direct manipulation (for example, AR and touch screens) should make it easy for users to find or recall the items they need to manipulate when those items are outside the field of view. | 1.26 | 4.00 | ||
✔ | 13. Accounting for Hardware Capabilities: AR experiences should be designed to accommodate the capabilities and limitations of the hardware platform. | 0.41 | 4.83 |
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Singh, M.; Bangay, S.; Grossek, H.; Sajjanhar, A. Forest Classroom: A Case Study of Educational Augmented Reality Design to Facilitate Classroom Engagement. Multimodal Technol. Interact. 2023, 7, 46. https://doi.org/10.3390/mti7050046
Singh M, Bangay S, Grossek H, Sajjanhar A. Forest Classroom: A Case Study of Educational Augmented Reality Design to Facilitate Classroom Engagement. Multimodal Technologies and Interaction. 2023; 7(5):46. https://doi.org/10.3390/mti7050046
Chicago/Turabian StyleSingh, Manjeet, Shaun Bangay, Henry Grossek, and Atul Sajjanhar. 2023. "Forest Classroom: A Case Study of Educational Augmented Reality Design to Facilitate Classroom Engagement" Multimodal Technologies and Interaction 7, no. 5: 46. https://doi.org/10.3390/mti7050046
APA StyleSingh, M., Bangay, S., Grossek, H., & Sajjanhar, A. (2023). Forest Classroom: A Case Study of Educational Augmented Reality Design to Facilitate Classroom Engagement. Multimodal Technologies and Interaction, 7(5), 46. https://doi.org/10.3390/mti7050046