Marybeth Green (Associate
Professor of Instructional Technology and Graduate Coordinator for the
Instructional Technology Program at Texas A&M University-Kingsville) and her colleagues
are actively researching 3D augmented and virtual
reality as it plays out in the K-12 classroom. This story begins with a
conundrum.
The Problem.
Dr. Green noticed a phenomenon
occurring in classrooms using augmented and virtual reality: “We have found is that there is a
"wow" factor when people first see 3D images; but this enthusiasm often
obscures the quality of the content,” which can be outright poor.
The Backdrop.
Dr. Green and her colleagues
recently pursued a small grant
to purchase augmented reality books,
books that also required the purchase of AR/VR viewing apps. They acquired more
than 100 books. Using an iPad, the student could view augmented reality 3D
images or even click off the AR image and explore a virtual reality simulation
right in the classroom. According to Dr. Green, who is putting a
list of these resources together, about 20-25% of the available
AR resources provide students with a combined mixed and virtual reality
experience.
The Discovery.
“Initially,
preservice teachers find the content enthralling. When seeing 3D, it is so
unexpected; so when they see 3D images emerge, they don’t see the quality of
what’s there. It is only after repeated exposures that they begin to examine
the content and find its weaknesses. Some of the content is quite good and
builds on students' understanding of the content, but some is hardly worth the
effort or price,” explains the researcher. Inservice teachers appear to be
more discriminating, however. “It’s nice, but it doesn’t really help with
comprehension or learning—some of the content is a bit disappointing,” she
adds. “Teachers are much more
appreciative of the content that really does enhance the value and
understanding of the textual content.”
The Parry.
Dr.
Green and her associates identified a workable method to get past the
unreasonable ‘wow’ factor of middling quality AR/VR content,: they provided
teachers with a basic academic rubric that could be used to sift
less-than-stellar AR/VR content out of consideration. The rubric appears to be effective. “It
enables us to ask the question: ‘Is this content a gimmick or godsend’ ”, she
states.
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