Augmented Reality and Mobile Devices: A Binominal Methodological Resource for Inclusive Education (SDG 4). An Example in Secondary Education
Abstract
:1. Introduction
2. Materials and Methods
2.1. The Binomial Augmented Reality and Mobile Devices as a Methodological Resource in Inclusive Education for Sustainable Development
- (i)
- In 1994 Paul Milgram and Fumio Kishino [18] defined a continuous scale that goes from the real environment to the virtual environment, called the Reality-Virtuality Continuum. The area between the two extremes, where the “Real Environment” and the “Virtual Environment” combine, is called “Mixed Reality”, as shown in Figure 1. Within this scale, “Augmented Reality” can be distinguished as that which incorporates virtual elements in a real environment, while “Augmented Virtuality” incorporates real elements in a virtual environment.
- (ii)
- In 1997, Ronald Azuma [19] determined that an AR system has to fulfill three fundamental characteristics: that it combines real and virtual elements, that it is interactive in real time, and that it is registered in 3D.
- (i)
- Collaborative Capacity: the interaction-collaboration relationship among students is one of the primary objectives of any educational environment [34,35]. In this aspect, AR will increase the collaborative capacity of the classroom by enabling multiple users to access a shared space of virtual resources. This characteristic is especially important for any educational level, since it allows students to effectively combine numerous ICT tools through AR technology. This system of collaborative work can be further enhanced by integrating services hosting these multimedia resources in the cloud, such Google Drive, Google Classroom, Dropbox, OneDrive, etc. In this way, material is shared and made fully available for use by educators and students, without the need to pay license fees. These resources for non-commercial purposes are known as Open Educational Resources (OER).
- (ii)
- Continuous Interaction: from a traditional learning point of view, when two or more students work together in a common space, it becomes a space of communication. In this sense, by applying the appropriate technology we allow students to interact with the real world and the virtual world at the same time. During a master class, the focus is on the blackboard, digital or not; by applying AR technology attention goes beyond the collaborative work center, while the blackboard moves on to a different plane (that is not secondary) [36]. This is one of the pillars of the augmented learning environment, the union of educational technology with traditional resources such as the blackboard or textbook. In addition, by using tools such as mobile devices to carry out this type of activity within AR, students have access at all times and anywhere to these resources, which further accentuates the meaning of continuous interaction through the Mobile Learning or m-learning. The projects developed by UNESCO [37] have shown that mobile devices allow literacy, promote the motivation of students, and improve the possibilities of professional development of teachers and communication between parents and teachers.
- (iii)
- Tangibility: generally, AR allows the manipulation of an object through the use of what is known as the Tangible Interface Metaphor [38]. The teaching-learning is improved when physical objects are used, because these objects are not only a representation for students, but also encourage proactive learning through their tangibility. The use and manipulation of physical objects, as well as their semantic representations and their spatial disposition, help students towards the comprehension and learning of certain content with high visual load. AR technology allows us to recreate virtually any physical object, and, through a tangible interface, we can manipulate it to obtain information about and from it, promoting proactive learning. Therefore, AR allows physical resources to be replaced by virtual objects, which represents an educational strategy of great potential for improving the teaching-learning process in any area and for any content, where spatial intelligence is necessary, such as Science, Technology, Engineering, Art, and Mathematics (STEAM) [30].
2.2. Inclusive and Equitable Quality Education through AR and Mobile Devices
2.3. The Augmented Reality and Mobile Devices Binomial in a Technology Learning Unit
- (i)
- The use of AR technology in the teaching-learning processes.
- (ii)
- The contribution of AR tools to the better understanding of the content.
- (iii)
- The difficulty of using AR tools and applications.
- (iv)
- The memorization of content after implementing the AR techniques.
2.4. Data Analysis
3. Results
4. Discussion
5. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Tool | Method |
---|---|
Written Test Group 1 (with AR) | Each student is required to complete a written test independently |
Written Test Group 2 (without AR) | Each student is required to complete a written test independently |
Questionnaire Group 1 (with AR) | Each student completes a personal questionnaire |
N | Maximum | Minimum | Median | Media | Std. Deviation | Std. Error Mean | |
---|---|---|---|---|---|---|---|
Group 1 | 29 | 9.6 | 2.1 | 7.6 | 7.51 | 17.75842 | 3.723 |
Group 2 | 27 | 7.2 | 1.8 | 4.1 | 4.48 | 15.69714 | 3.248 |
Levene’s Test for Quality of Variance | t-Test for Equality of Means | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
F | Sig. | t | df | Sig. (2-Tailed) | Mean Difference | Std. Error Difference | 95% Confidence Interval of the Difference | |||
Lower | Upper | |||||||||
Marks | Equal variances assumed | 0.058 | 0.842 | 4.392 | 52.014 | 0.000 | 3.03 | 4.697 | 1.152 | 3.084 |
Equal variances not assumed | 4.431 | 51.976 | 0.000 | 3.03 | 4.651 | 1.147 | 3.075 |
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Del Cerro Velázquez, F.; Morales Méndez, G. Augmented Reality and Mobile Devices: A Binominal Methodological Resource for Inclusive Education (SDG 4). An Example in Secondary Education. Sustainability 2018, 10, 3446. https://doi.org/10.3390/su10103446
Del Cerro Velázquez F, Morales Méndez G. Augmented Reality and Mobile Devices: A Binominal Methodological Resource for Inclusive Education (SDG 4). An Example in Secondary Education. Sustainability. 2018; 10(10):3446. https://doi.org/10.3390/su10103446
Chicago/Turabian StyleDel Cerro Velázquez, Francisco, and Ginés Morales Méndez. 2018. "Augmented Reality and Mobile Devices: A Binominal Methodological Resource for Inclusive Education (SDG 4). An Example in Secondary Education" Sustainability 10, no. 10: 3446. https://doi.org/10.3390/su10103446
APA StyleDel Cerro Velázquez, F., & Morales Méndez, G. (2018). Augmented Reality and Mobile Devices: A Binominal Methodological Resource for Inclusive Education (SDG 4). An Example in Secondary Education. Sustainability, 10(10), 3446. https://doi.org/10.3390/su10103446