Buradasınız

Augmented Reality Potential and Hype: Towards an Evaluative Framework in Foreign Language Teaching

Journal Name:

Publication Year:

Author NameUniversity of Author
Abstract (2. Language): 
Augmented Reality adds a layer of digital information to a live direct or indirect view of a real-world environment. Of late, many claims have been made about the potential of augmented reality software in education. Technically such software may offer many exciting features but little research has been done into the teaching and learning foundations upon which it is built. This is problematic because in a time of budget cuts, on the one hand, and ever increasing examples of such software, on the other, educators do not have available to them an objective framework that they can use to evaluate the potential pedagogical usefulness of such software. Furthermore, technical developers have little guidance as to the pedagogical expectations of educators. By focusing on the area of foreign language teaching this article takes a first step towards addressing this research gap by proposing an evaluative framework that has been constructed with reference to teaching and learning scholarship, as opposed to that of digital humanities or computer science. It tests this framework using a series of case studies dealing with existing augmented reality applications for language teaching and learning and those which could be repurposed. It concludes that the evaluative framework created in this study has established a potentially useful baseline for making decisions about the possible use of augmented reality applications for teaching and learning in the classroom. We hold that the integration of such a framework with existing digital humanities and computer science methods of evaluation may result in a more objective and interdisciplinary framework that can be used for the evaluation of such software
54-68

REFERENCES

References: 

American Association of School Librarians. (2011). Best Websites for Teaching and Learning. Retrieved from:
http://www.ala.org/ala/mgrps/divs/aasl/guidelinesandstandards/bestlist/b... (Accessed
04/05/2012)
Anon. (2002). Archeoguide. Retrieved from: http://archeoguide.intranet.gr/ (Accessed 04/05/2012)
Anon. ZooBurst. (n.d.). Retrieved from: http://www.zooburst.com/index.php (Accessed 04/05/2012)
Azuma, R.T. (1997). A Survey of Augmented Reality, Presence: Teleoperators and Virtual Environments, 6/4, 355-385.
Retrieved from: http://www.cs.unc.edu/~azuma/ARpresence.pdf
(Accessed 04/05/2012)
BBC News. (2011). Augmented reality looks set to become a serious commercial tool. Retrieved from:
http://www.bbc.co.uk/news/business-13262409 (Accessed 04/05/2012)
Beaudin, J.S., et al. (2007). Context-Sensitive Microlearning of Foreign Language Vocabulary on a Mobile Device.
Lecture Notes in Computer Science, 4794, 55-72. doi: 10.1007/978-3-540-76652-0_4
Boettcher, J.V. (2007). Ten Core Principles for Designing Effective Learning Environments: Insights from Brain
Research and Pedagogical Theory. Innovate, 3/3. Retrieved from:
http://innovateonline.info/pdf/vol3_issue3/Ten_Core_Principles_for_Desig...
ments-__Insights_from_Brain_Research_and_Pedagogical_Theory.pdf
(Accessed 04/05/2012)
Salmon, J. &, Nyhan, J.,The Journal of Language Teaching and Learning, 2013–1, 53-68
67
Carpenter, T. (2010, February 23). 7 Ways Augmented Reality Will Change Your Brain [Web log message].
Retrieved from: http://thomaskcarpenter.com/2010/02/23/7-ways-augmented-reality-will-cha...
(Accessed 04/05/2012)
Fenn, J., & LeHong, H. (2011). Hype Cycle for Emerging Technologies 2011. Retrieved from:
http://www.gartner.com/DisplayDocument?id=1754719&ref=%27g_fromdoc%27#h1
(Accessed 04/05/2012)
Fletcher, D. (2010, March). 10 Tech Trends for 2010, Time. Retrieved from:
http://www.time.com/time/specials/packages/article/0,28804,1973759_19737... (Accessed
04/05/2012)
Futurelab. (2010, July-December). Augmented reality in education: taking a different view of learning. Vision
Magazine, 11. Retrieved from: http://archive.futurelab.org.uk/resources/documents/vision/VISION_11.pdf
(Accessed 04/05/2012)
Holden, C.L., & Sykes, J.M. (n.d.). Leveraging Mobile Games for Place-based Language Learning.
http://arisgames.org/wp-content/uploads/2011/04/Holden_Sykes_PROOF.pdf
(Accessed 04/05/2012)
Hoppingarner, D. (2009). Best Practices in Technology and Language Teaching. Language and Linguistics Compass,
3/1, 222-235. doi: http://dx.doi.org/10.1111/j.1749-818X.2008.00123.x (Accessed 04/05/2012)
Jenkins, H. (2008). An Interview with Eric Klopfer (Part One). Retrieved from:
http://henryjenkins.org/2008/07/an_interview_with_eric_klopfer.html (Accessed 04/05/2012)
Johnson, L. et al. (2011). The Horizon Report: 2011 Edition. Retrieved from: http://www.nmc.org/pdf/2011-Horizon-Report.pdf (Accessed 04/05/2012)
Kern, R. (2006). Perspectives on Technology in Teaching and Learning Languages. TESOL Quarterly, 40/1, 183-210. Retrieved from: http://www.jstor.org/stable/40264516 (Accessed 04/05/2012)
Kukulska-Hulme, A. (2009). Will mobile learning change language learning? ReCALL, 21/2, 157-165. Retrieved
from: http://oro.open.ac.uk/16987/1/download.pdf (Accessed 04/05/2012)
Lightbown, P., & Spada, N. (2006). How languages are learned. Oxford: Oxford University Press.
The Literacy Trust. (2010). New research reveals more young people own a mobile phone than a book. Retrieved
from: http://www.literacytrust.org.uk/campaigns-policy/media/2042_new_research...
(Accessed 04/05/2012)
Livingstone, M.R. et al. (2002). An Augmented Reality System for Military Operations in Urban Terrain,
Proceedings of Interservice / Industry Training, Simulation & Education Conference (I/ITSEC). Retrieved from:
http://ntsa.metapress.com/link.asp?id=qdntl0771u631dam (Accessed 04/05/2012)
Mahoney, Michael S. (2005). The histories of computing(s). Interdisciplinary Science Reviews, 30/2, 119-135.
Milgram, P. et al. (1994). Augmented Reality: A Class of Displays on the Reality-Virtuality Continuum, SPIE:
Telemanipulator and Telepresence Technologies, 2351, 282-292. doi: 10.1.1.83.6861
Natural History Museum. (2011). Interactive film – who do you think you really are? Retrieved from:
http://www.nhm.ac.uk/visit-us/darwin-centre-visitors/attenborough-studio...
(Accessed 04/05/2012)
Salaberry, M.R. (2002). The Use of Technology for Second Language Learning and Teaching: A Retrospective. The
Modern Language Journal, 85/1, 9-56. doi: 10.1111/0026-7902.00096
Shute, T. (2009). Augmented Reality – Bigger than the Web: Second Interview with Robert Rice from Neogence
Enterprises. http://www.ugotrade.com/2009/08/03/augmented-reality-bigger-than-the-web...
(Accessed 04/05/2012)
Specialist Schools and Academies Trust. (2009). Augmented Reality. Retrieved from:
https://www.ssatrust.org.uk/achievement/future/Pages/AugmentedReality.aspx (Accessed 04/05/2012)
Sterling, B. (2009, September). Augmented Reality: The Ultimate Display by Ivan Sutherland, 1965. Wired.
Retrieved from: http://www.wired.com/beyond_the_beyond/2009/09/augmented-reality-the-ult... (Accessed 04/05/2012)
Traxler, J. (2008). Learners – Should We Leave Them To Their Own Devices? Retrieved from:
http://webarchive.nationalarchives.gov.uk/20101102103713/http://emerging...
-dir/downloads/page_documents/research/emerging_technologies/learners_johntraxler.pdf
(Accessed 04/05/2012)
Winner, L. (1986). The whale and the reactor: A search for limits in an age of high technology. Retrieved from:
http://zaphod.mindlab.umd.edu/docSeminar/pdfs/Winner.pdf (Accessed 04/05/2012)

Thank you for copying data from http://www.arastirmax.com