Introduction
Technology advances and education is left behind, unfair but true. The innovation of learning is another window of scrutiny and other potential challenges. The collaborative work in education is not impossible if the technology will tap some of its usefulness in pedagogical concept. Part of the technological features is to encourage the students to apply all their knowledge and skills in a domain of reality-based that promotes the efficacy in their career. This idea came from the augmented reality.
Research Problem
The lack of support in the proposed educational innovation is one of the many problems that education endures. This is for the reason of the lack of information about the collaboration between the technology and education. The benefits and the drawbacks are natural in the revolving worlds of education and technology but the details encompassed in the idea should be identify first if the educators are centering their entire idea in creating the comprehensive education.
Objectives
The objectives of the study are the following:
(1) To add information and meaning to the real object or place especially when it is applied in education.
(2) To satisfy the learning of every student in terms of incorporating with the technologies and added data that deepens their understanding toward the subject.
(3) To enhance the learning capability of the students in terms of map usage, listening to the audio commands, or different historical context which makes learning more meaningful.
Research Questions
The present research questions are identified and will be answered in later discussions.
(1) Who are the qualified users of the augmented reality?
(2) How augmented realities develop the understanding of the students?
(3) How can a technology be incorporated with the education?
Literature Review
Technology and education is not impossible because they certainly match on one thing and that is to deliver messages or information (Fletcher, 2004). The use of augmented reality belongs in different number of fields such as medicines, engineering, or aviation where the students use the simulation or the virtual reality that enables them to treat, construct or fly in different places which is close to reality. With the use of technology, the students can clearly understand the necessary data about the objects they see (ELI, 2005). This is just a start of the educators to provide comprehensive and deeper meaning of education through the collaboration.
The purpose of the collaboration is to promote the social interaction among the users. Students can use or share the augmented reality that particularly emphasizes the critical thinking and communication. Part of the augmented reality is to keep the students in control of the environment or in the situation (Kaufmann, 2003). Augmented reality is far from the multimedia file in which makes it unique and useful as it provides schematic diagram that allows the students to have an access in variation of technical specifications (ELI, 2005).
Methodology
With the guidance and application of the augmented reality in various schools, the better future of education will be achieved. The integration of quantitative and qualitative methodologies is the best ways to catch the concept of augmented reality (Kaufmann, 2003). The collective intelligence model is emerged through the use of collaboration of great ideas that are mixed to attain the best result as possible. The incorporation of ideas starts from the minds of the educators that attempts to provide quality education efficiently. All of the augmented is composed of the extensive research inputs, expanded real-life situation and supporting data where a student can apply and adept of the student’s needs and be improved.
Evaluation
There are many educational efficacies that lie on the augmented reality. Different aspects are first identified and then measured on the efficacy for supporting the learning. Augmented reality is first measured in terms of the technical aspect. According to the features, the issues of its usability such as in the system and different physical or interface is well-examined. The orientation aspect or the focus of the technology is represented in the interaction of the user and the environment, which includes the educational orientation and feedback issues. The augmented reality is also related in the cognitive aspect which became the part of the improvement of the student and pedagogical aspect that concerns in the teaching approach on how to gain more knowledge than the traditional way (Kaufmann, 2003).
Scope and Delimitation of AR
There various scopes applied in the augmented reality such as furnishing the students understanding where the other information comes from the students (Davies, 2004). Students can capture the impression detailed in the technology they are working are remember the techniques they learned from their experience. On the contrary, the augmented reality also offers its downsides. The entire educational project relies on a specific or customizes hardware that needs especial attention to keep the technology working. The purchase and the maintenance of the hardware are costly and sometimes, offer different features that make it more complex for the users (ELI, 2005). Many critics raise the questions about the efficacy of the collaboration. Even if the technology is entirely depends on the pedagogical goal and needs, many educators still believe that it is not an ideal solution and think that augmented reality is part of a game and not for education (Kaufmann, 2003 and Villano, 2008).
Conclusion
Augmented reality is one of the numerous approaches in education that aims to deliver the quality and efficient education for the students. It has numerous advantages and disadvantages but promises better future for the education. Together with the combined technology, education is never been the same because it encourages the accessibility for the students and foster teaching of the educators. To sum it all, the augmented reality emphasizes the connection of individuals that and drive their own future in towards the professional world.
References:
Davies, T., 2004. Changing Schools of Thought: Back to the Future. Research in Education, No. 71. [Online] Available at: www.questia.com. [Accessed 28 Dec 2009].
ELI, 2005. Educause Learning Initiative 7 Things You Should Know About Augmented Reality. Augmented Reality Advancing Learning Through IT Innovation. [Online] Available at: http://net.educause.edu/ir/library/pdf/ELI7007.pdf. [Accessed 28 Dec 2009].
Fletcher, G., 2004. Integrating Technology Throughout Education. THE Journal, Vol. 32, No. 3. [Online] Available at: www.questia.com. [Accessed 28 Dec 2009].
Kaufmann, H., 2003. Collaborative Augmented Reality in Education. [Online] Available at: http://www.ims.tuwien.ac.at/media/documents/publications/Imagina-AR_EducationPaper.pdf. [Accessed 28 Dec 2009].
Villano, M., 2008. When Worlds’ Collide an Augmented Reality Check: Researchers Are Ramping Up Traditional MUVEs, Developing Games That Require Students to Uncover Solutions in Spaces Where the Real Mingles with the Virtual. THE Journal, Vol. 35, No. 2 [Online] Available at: www.questia.com. [Accessed 28 Dec 2009].
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