skip to main content
10.1145/3098279.3098547acmconferencesArticle/Chapter ViewAbstractPublication PagesmobilehciConference Proceedingsconference-collections
research-article

Using nature elements in mobile AR for education with children

Published:04 September 2017Publication History

ABSTRACT

We present a concept, prototype and in-the-wild evaluation of a mobile augmented reality (AR) application in which physical items from nature are used as AR markers. By blending the physical and digital, AR technology has the potential to create an enhanced learning experience compared to paper-based solutions and conventional mobile applications. Our prototype, an application running on a tablet computer, uses natural markers such as leaves and pinecones in a game-like nature quiz. The system was evaluated using interviews with and observations of 6- to 12-year-old children (n=11) who played the game as well as focus group discussions with play club counsellors (n=4) and primary school teachers (n=7). Our salient findings suggest that the concept has sound potential in its mixture of physical activity and educational elements in an outdoor context. In particular, teachers found the use of natural objects to be an appealing approach and a factor contributing to the learning experience.

References

  1. Aurasma website. Retrieved September 3, 2016 from https://www.aurasma.comGoogle ScholarGoogle Scholar
  2. Nor Azlina Ab Aziz, Kamarulzaman Ab Aziz, Avijit Paul, Anuar Mohd Yusof, and Noor Shuhailie Mohamed Noor. 2012. Providing augmented reality based education for students with attention deficit hyperactive disorder via cloud computing: Its advantages. In Proceeding 14th International Conference on Advanced Communication Technology (ICACT), 577--581.Google ScholarGoogle Scholar
  3. Ronald Azuma. 1997. A survey of augmented reality. Presence-Teleoperators and Virtual Environments 6, 4: 355--385. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Jorge Bacca, Silvia Baldiris, Ramon Fabregat, Sabine Graf, and Kinshuk. 2014. Augmented reality trends in education: a systematic review of research and applications. Educational Technology & Society 17, 4: 133--149.Google ScholarGoogle Scholar
  5. Jorge Bacca, Silvia Baldiris, Ramon Fabregat, Kinshuk, and Sabine Graf. 2015. Mobile augmented reality in vocational education and training. Procedia Computer Science 75: 49--58.Google ScholarGoogle ScholarCross RefCross Ref
  6. Peter N. Belhumeur, Daozheng Chen, Steven Feiner, David W. Jacobs, W. John Kress, Haibin Ling, Ida Lopez, Ravi Ramamoorthi, Sameer Sheorey, Sean White, and Ling Zhang. 2008. Searching the World's Herbaria: A System for Visual Identification of Plant Species. European Conference on Computer Vision ECCV 2008, 116--129.Google ScholarGoogle ScholarCross RefCross Ref
  7. Liam Betsworth, Huw Bowen, Simon Robinson, and Matt Jones. 2014. Performative technologies for heritage site regeneration. Personal Ubiquitous Comput. 18, 7 (October 2014), 1631-1650. Google ScholarGoogle ScholarCross RefCross Ref
  8. Arjun Bhadra, Jamie Brown, Han Ke, Calvin Liu, Eun-Jeong Shin, Xikui Wang, and Alfred Kobsa. 2016. ABC3D ? Using an augmented reality mobile game to enhance literacy in early childhood. In Proceedings of the 2016 IEEE International Conference on Pervasive Computing and Communication Workshops, 1--4.Google ScholarGoogle ScholarCross RefCross Ref
  9. Emilia Biffi, Peter Taddeo,Maria Luisa Lorusso, and Gianluigi Reni. 2014. NFC-based application with educational purposes. In Proceedings of the 8th International Conference on Pervasive Computing Technologies for Healthcare, 370--372. doi> Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Chien-Hsu Chen, I-Jui Lee, and Ling-Yi Lin. 2016. Augmented reality-based video-modeling storybook of nonverbal facial cues for children with autism spectrum disorder to improve their perceptions and judgments of facial expressions and emotions. Computers in Human Behavior 55: 477--485. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Tosti H. C. Chiang, Stephen J. H. Yang, and Gwo-Jen Hwang. 2014. An augmented reality-based mobile learning system to improve students' learning achievements and motivations in natural science inquiry activities. Educational Technology & Society 17, 4: 352--365.Google ScholarGoogle Scholar
  12. Shahan Ahmad Chowdhury. 2013. A mobile augmented reality and multimedia application for mobile learning. International Journal of Digital Content Technology and its Applications 7, 13: 25--32.Google ScholarGoogle Scholar
  13. Ashley Colley, Jacob Thebault-Spieker, Allen Yilun Lin, Donald Degraen, Benjamin Fischman, Jonna Häkkilä, Kate Kuehl, Valentina Nisi, Nuno Jardim Nunes, Nina Wenig, Dirk Wenig, Brent Hecht, and Johannes Schöning. 2017. The Geography of Pokémon GO: Beneficial and Problematic Effects on Places and Movement. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17). ACM, New York, NY, USA, 1179--1192. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Enrico Costanza, Jeffrey Huang. 2009. Designable Visual Markers. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '09), 1879--1888. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Ángela Di Serio, María Blanca Ibáñez, and Carlos Delgado Kloos. 2013. Impact of an augmented reality system on students' motivation for a visual art course. Comput. Educ. 68 (October 2013), 586--596.Google ScholarGoogle Scholar
  16. Marta Gómez Domingo, Antoni Badia Garganté. 2016. Exploring the use of educational technology in primary education: Teachers' perception of mobile technology learning impacts and applications' use in the classroom. Computers in Human Behavior. Volume 56, March 2016, 21--28. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Matt Dunleavy and Chris Dede. 2014. Augmented reality teaching and learning. In The Handbook of Research for Educational Communications and Technology (4th ed.). Spector J. Michael, M. David Merrill, Jan Elen & M. J. Bishop (eds.). Springer, New York, 735--745.Google ScholarGoogle Scholar
  18. Vincent Dutot. 2015. Factors influencing Near Field Communication (NFC) adoption: An extended TAM approach. The Journal of High Technology Management Research 26, 1: 45--57.Google ScholarGoogle ScholarCross RefCross Ref
  19. Google Maps. 2016. Retrieved September 3, 2016 from https://www.google.fi/maps/place/anonymized/@66.5042911,25.899127,334m/data=!3m2!1e3!4b1!4m5!3m4!1s0x442b4edfb266d105:0x7e2993b84bebc648!8m2!3d66.5042911!4d25.9013157Google ScholarGoogle Scholar
  20. Rebecca E. Grinter, Paul M. Aoki, Margaret H. Szymanski, James D. Thornton, Allison Woodruff, and Amy Hurst. 2002. Revisiting the visit: understanding how technology can shape the museum visit. In Proceedings of the 2002 ACM conference on Computer supported cooperative work (CSCW '02), 146--155. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. Valentin Heun, Shunichi Kasahara, and Pattie Maes. 2013. Smarter objects: using ar technology to program physical objects and their interactions. In CHI '13 Extended Abstracts on Human Factors in Computing Systems (CHI EA '13), 2939--2942. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Shinichi Higashino, Sakiko Nishi, and Ryuuki Sakamoto. 2016. ARTTag: aesthetic fiducial markers based on circle pairs. In ACM SIGGRAPH 2016 Posters (SIGGRAPH '16). Article 38. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Steve Hinske and Matthias Lampe. 2007. Interactive educational play with augmented toy environments. In ERCIM News, Issue 71, Special: Technology-enhanced learning, Peter Kunz (Ed.). Sophia-Antipolis Cedex, France.Google ScholarGoogle Scholar
  24. Tien-Chi Huang, Chia-Chen Chen, and Yu-Wen Chou. 2016. Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment. Computers & Education 96: 72--82. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Zhanpeng Huang, Weikai Li, Pan Hui, and Christoph Peylo. 2014. CloudRidAR: a cloud-based architecture for mobile augmented reality. In Proceedings of the 2014 workshop on Mobile augmented reality and robotic technology-based systems (MARS '14), 29--34. Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Tomáš Jeřábek, Vladimír Rambousek, Radka Wildová. 2014. Specifics of visual perception of the augmented reality in the context of education. Procedia - Social and Behavioral Sciences 159: 598--604.Google ScholarGoogle ScholarCross RefCross Ref
  27. M.Carmen Juan, David Furió, Leila Alem, Peta Ashworth, and Juan Cano. 2011. ARGreenet and Basic-Greenet: Two mobile games for learning how to recycle. In Proceedings of the 19th International Conference on Computer Graphics, Visualization and Computer Vision (WSCG'2011), 25--32.Google ScholarGoogle Scholar
  28. Amy Kamarainen, Shari Metcalf, Tina Grotzer, Allison Browne, Diana Mazzuca, Tutwiler Shane and Chris Dede (2013) EcoMOBILE: Integrating augmented reality and probeware with environmental education field trips. Computers & Education 68: 545--556.Google ScholarGoogle ScholarCross RefCross Ref
  29. Hirokazu Kato, Mark Billinghurst, Ivan Poupyrev, Kenji Imamoto, and Keihachiro Tachibana. 2000. Virtual object manipulation on a table-top AR environment. In Proceedings of IEEE and ACM International Symposium on Augmented Reality 2000 (ISAR 2000), 111--119. IEEE, 2000.Google ScholarGoogle ScholarCross RefCross Ref
  30. Fengfeng Ke & Yu-Chang Hsu (2015) Mobile augmented-reality artifact creation as a component of mobile computer-supported collaborative learning. The Internet and Higher Education 26: 33--41.Google ScholarGoogle ScholarCross RefCross Ref
  31. Jared Keengwe and Malini Bhargava. 2014. Mobile learning and integration of mobile technologies in education. Education and Information Technologies 19, 4: 737--746. Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Sang Hyun Kim, Kerry Holmes, and Clif Mims. 2002. Mobile wireless technology use and implementation: Opening a dialogue on the new technologies in education. Techtrends Tech Trends 49, 3: 54--63.Google ScholarGoogle ScholarCross RefCross Ref
  33. Panos E. Kourouthanassis, Costas Boletsis, George Lekakos. 2015. Demystifying the design of mobile augmented reality applications. Multimedia Tools and Applications 74, 3: 1045--1066. Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. Neeraj Kumar, Peter Belhumeur, Arijit Biswas, David Jacobs, W. J. W. J. Kress, Ida Lopez, and João Soares. 2012. Leafsnap: A computer vision system for automatic plant species identification. Computer Vision-ECCV 2012 (2012): 502--516.Google ScholarGoogle Scholar
  35. Andreas O. Kyriakides, Maria Meletiou-Mavrotheris, and Theodosia Prodromou. 2016. Mobile technologies in the service of students' learning of mathematics: the example of game application a.l.e.x. in the context of a primary school in cyprus. Mathematics Education Research Journal 28, 1: 53--78.Google ScholarGoogle ScholarCross RefCross Ref
  36. Suhwa Lee and Young Yim Doh. 2013. iSpy: RFID-driven language learning toy integrating living environment. In CHI '13 Extended Abstracts on Human Factors in Computing Systems (CHI EA '13), 697--702. Google ScholarGoogle ScholarDigital LibraryDigital Library
  37. Chien-Yu Lin, Hua-Chen Chai, Jui-ying Wang, Chien-Jung Chen, Yu-Hung Liu, Ching-Wen Chen, Cheng-Wei Lin, and Yu-Mei Huang (2016). Augmented reality in educational activities for children with disabilities. Displays 42: 51--54.Google ScholarGoogle ScholarCross RefCross Ref
  38. Robert Lindeman and Gun Lee. 2012. GeoBoids: mobile AR for exergaming. In Proceedings of the 13th International Conference of the NZ Chapter of the ACM's Special Interest Group on Human-Computer Interaction (CHINZ '12), 100--100. Google ScholarGoogle ScholarDigital LibraryDigital Library
  39. Lia Litosseliti. 2003. Using focus groups in research. Continuum.Google ScholarGoogle Scholar
  40. Wan-Tzu Lo, Ann Arbor, and Chris Quintana. 2013. Students' use of mobile technology to collect data in guided inquiry on field trips. In Proceedings of the 12th International Conference on Interaction Design and Children, 297--300. doi> Google ScholarGoogle ScholarDigital LibraryDigital Library
  41. Dimitrios Markouzis and Georgios Fessakis. 2015. Interactive storytelling and mobile augmented reality applications for learning and entertainment: a rapid prototyping perspective. In Proceedings of the 9th International Conference on Interactive Mobile Communication, Technologies and Learning (IMCL2015).Google ScholarGoogle ScholarCross RefCross Ref
  42. Paul Marshall. 2007. Do tangible interfaces enhance learning?. In Proceedings of the 1st international conference on Tangible and embedded interaction (TEI '07), 163--170. Google ScholarGoogle ScholarDigital LibraryDigital Library
  43. Asier Marzo. 2015. Largibles: large tangible interaction in mobile augmented reality. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA '15), 947--952. Google ScholarGoogle ScholarDigital LibraryDigital Library
  44. Rupert Meese, Shakir Ali, Emily-Clare Thorne, Steve D. Benford, Anthony Quinn, Richard Mortier, Boriana N. Koleva, Tony Pridmore, and Sharon L. Baurley. 2013. From codes to patterns: designing interactive decoration for tableware. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '13). ACM, New York, NY, USA, 931--940. Google ScholarGoogle ScholarDigital LibraryDigital Library
  45. David Morgan. 1988. Focus groups as qualitative research. Sage.Google ScholarGoogle Scholar
  46. Ann Morrison, Antti Oulasvirta, Peter Peltonen, Saija Lemmelä, Giulio Jacucci, Gerhard Reitmayr, Jaana Näsänen, Antti Juustila (2009) Like Bees Around the Hive: A Comparative Study of a Mobile Augmented Reality Map. CHI 2009, April 4--9, 2009, Boston, MA, USA.Google ScholarGoogle ScholarDigital LibraryDigital Library
  47. Kaj Mäkelä, Sara Belt, Dan Greenblatt, and Jonna Häkkilä. 2007. Mobile interaction with visual and RFID tags: a field study on user perceptions. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '07), 991--994. Google ScholarGoogle ScholarDigital LibraryDigital Library
  48. Seijin Oh and Yung-Cheol Byun. 2012. The design and implementation of augmented reality learning systems. In Proceedings of the 11th International Conference on Computer and Information Science. Google ScholarGoogle ScholarDigital LibraryDigital Library
  49. Thomas Olsson, Tuula Kärkkäinen, Else Lagerstam, and Leena Ventä-Olkkonen. 2012. User evaluation of mobile augmented reality scenarios. Journal of Ambient Intelligence and Smart Environments 4, 1: 29-47. Google ScholarGoogle ScholarDigital LibraryDigital Library
  50. Mikko Pyykkönen, Jukka Riekki, Marko Jurmu and Iván Sanchéz Milara (2013) Activity pad: teaching tool combining tangible interaction and affordance of paper. In Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces, 135--144. Google ScholarGoogle ScholarDigital LibraryDigital Library
  51. Juri Platonov, Hauke Heibel, Peter Meier, and Bert Grollmann. 2006. A mobile markerless AR system for maintenance and repair. In Proceedings of the 5th IEEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR '06), 105--108. Google ScholarGoogle ScholarDigital LibraryDigital Library
  52. Klen Čopič Pucihar and Paul Coulton. 2013. Exploring the evolution of mobile augmented reality for future entertainment systems. Computers in Entertainment 11, 2: 1--16. Google ScholarGoogle ScholarDigital LibraryDigital Library
  53. Yvonne Rogers, S. Price, G. Fitzpatrick, R. Fleck, E. Harris, H. Smith, C. Randell, H. Muller, C. O'Malley, D. Stanton, M. Thompson, and M. Weal. Ambient wood: designing new forms of digital augmentation for learning outdoors. IDC 2004, June 1--3, 2004, College Park, Maryland, USAGoogle ScholarGoogle ScholarDigital LibraryDigital Library
  54. Michael Rohs and Antti Oulasvirta. 2008. Target acquisition with camera phones when used as magic lenses. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '08). ACM, New York, NY, USA, 1409--1418. Google ScholarGoogle ScholarDigital LibraryDigital Library
  55. Michael Rohs, Johannes Schöning, Martin Raubal, Georg Essl, and Antonio Krüger. 2007. Map navigation with mobile devices: virtual versus physical movement with and without visual context. In Proceedings of the 9th international conference on Multimodal interfaces (ICMI '07). ACM, New York, NY, USA, 146--153. Google ScholarGoogle ScholarDigital LibraryDigital Library
  56. Paula Roinesalo, Juho Rantakari, Lasse Virtanen, and Jonna Häkkilä. 2016. Clothes integrated visual markers as self-expression tool. In Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct (MobileHCI '16). ACM, New York, NY, USA, 617--620. Google ScholarGoogle ScholarDigital LibraryDigital Library
  57. José Rouillard and Mona Laroussi. 2008. PerZoovasive: contextual pervasive QR codes as tool to provide an adaptive learning support. In Proceedings of the 5th international conference on Soft computing as transdisciplinary science and technology (CSTST '08). ACM, New York, NY, USA, 542--548. Google ScholarGoogle ScholarDigital LibraryDigital Library
  58. Iván Sánchez, Marta Cortés, Jukka Riekki, and Mika Oja. 2011. NFC-based interactive learning environments for children. In Proceedings of the 10th International Conference on Interaction Design and Children, 205--208. Google ScholarGoogle ScholarDigital LibraryDigital Library
  59. Johannes Schöning, Michael Rohs, Sven Kratz, Markus Löchtefeld, and Antonio Krüger. 2009. Map torchlight: a mobile augmented reality camera projector unit. In CHI '09 Extended Abstracts on Human Factors in Computing Systems (CHI EA '09). ACM, New York, NY, USA, 3841--3846. Google ScholarGoogle ScholarDigital LibraryDigital Library
  60. David Silverman. 2005. Doing qualitative research, Second edition. SAGE Publications.Google ScholarGoogle Scholar
  61. Chia-Wen Tsai. 2016. The use of mobile technology and ubiquitous computing for universal access in online education. Universal Access in the Information Society 15, 3: 313--314. Google ScholarGoogle ScholarDigital LibraryDigital Library
  62. Unity Technologies, Unity website. Retrieved June 10, 2016 from http://www.unity3d.com.Google ScholarGoogle Scholar
  63. Vuforia Unity package. PTC Inc., Vuforia website. Retrieved June 10, 2016 from http://www.vuforia.com/.Google ScholarGoogle Scholar
  64. Vuforia Device Compatibility. PTC Inc., Vuforia website. Retrieved June 10, 2016 from https://developer.vuforia.com/forum/device-support/device-compatibilitysupported-devices.Google ScholarGoogle Scholar
  65. Vuforia User Defined Targets Guide. Last accessed May 25, 2017. https://library.vuforia.com/articles/Training/User-Defined-Targets-GuideGoogle ScholarGoogle Scholar
  66. Sarah Webber, Marcus Carter .2016. Kids Need to Run Wild: Using Technology at the Zoo. NatureCHI 2016, workshop at CHI'16 May 8 2016. San Jose, CA, USA.Google ScholarGoogle Scholar
  67. Hsin-Kai Wu, Silvia Wen-Yu Lee, Hsin-Yi Chang, Jyh-Chong Liang. 2013. Current status, opportunities and challenges of augmented reality in education. Computers & Education 62: 41--49.Google ScholarGoogle ScholarCross RefCross Ref
  68. Rabia M. Yilmaz. 2016. Educational magic toys developed with augmented reality technology for early childhood education. Comput. Hum. Behav. 54: 240--248. Google ScholarGoogle ScholarDigital LibraryDigital Library
  69. Robert Yin. 1994. Case study research: Design and method (2nd ed.). Sage.Google ScholarGoogle Scholar
  70. Oren Zuckerman, Saeed Arida, and Mitchel Resnick. 2005. Extending tangible interfaces for education: digital montessori-inspired manipulatives. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '05), 859-868. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Using nature elements in mobile AR for education with children

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      MobileHCI '17: Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services
      September 2017
      874 pages
      ISBN:9781450350754
      DOI:10.1145/3098279

      Copyright © 2017 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 4 September 2017

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      MobileHCI '17 Paper Acceptance Rate45of224submissions,20%Overall Acceptance Rate202of906submissions,22%

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader