Modern Curricula in Higher Education and Training supported by the technologies of Augmented and Mixed Reality: Overview and Recognition of Research Issues


Published: Dec 21, 2017
Keywords:
Augmented Reality Higher Education Training STEAM
Χρυσή Βιτσιλάκη
Σταύρος Πιτσικάλης
Abstract

 

 During the last years the need for drastic reforms and reinforcement of curricula at all educational levels is strongly emphasized through the bibliography. Researchers suggest incorporation of modern distance learning practices depending on the scientific field under research. Especially when referring to science curricula, STEM and STEAM concepts are both becoming more often a subject of study, while they become a field where schools, universities and educational institutions invest time and money, in order to embed innovative methods within learning and teaching processes. At the same time, rapid technological developments bring innovations such as Augmented and Mixed Reality (AR, MR), whose implementation within the educational process could enhance the creation of such curricula, especially within Higher Education and Training. The effects on students’ performance and the attractiveness of courses supported by AR and MR technologies could be both interesting research directions. In this paper, we discuss modern approaches concerning curricula in the field of science, such as STEM and STEAM, as well as examples of AR and/or MR implementation within Higher Education and Training. Moreover, we suggest an early-stage research design aiming to receive feedback on the above-mentioned issues and raise points of interest. Finally, some future directions and indicative research questions are presented.

Article Details
  • Section
  • Articles
References
Bacca, J., Baldiris, S., Fabregat, R., & Graf, S. (2014). Augmented reality trends in education: a systematic review of research and applications. Journal of Educational Technology & Society, 17(4), 133.
Bencomo, S. D. (2004). Control learning: present and future. Annual Reviews in control, 28(1), 115-136.
Billinghurst, M., & Kato, H. (1999, March). Collaborative mixed reality. In Proceedings of the First International Symposium on Mixed Reality (pp. 261-284).
Breiner, J. M., Harkness, S. S., Johnson, C. C., & Koehler, C. M. (2012). What is STEM? A discussion about conceptions of STEM in education and partnerships. School Science and Mathematics, 112(1), 3-11.
Cardoso, A., Vieira, M., & Gil, P. (2012). A Remote and Virtual Lab with Experiments for Secondary Education, Engineering and Lifelong Learning Courses. iJOE, 8(S2), 49-54.
Cheng, K. H., & Tsai, C. C. (2014). Children and parents' reading of an augmented reality picture book: Analyses of behavioral patterns and cognitive attainment. Computers & Education, 72, 302-312.
Choi, B. C., & Pak, A. W. (2006). Multidisciplinarity, interdisciplinarity and transdisciplinarity in health research, services, education and policy: 1. Definitions, objectives, and evidence of effectiveness. Clinical and investigative medicine, 29(6), 351.
Cohen, L., Manion, L., & Morrison, K. (2008). Μεθοδολογία εκπαιδευτικής έρευνας (5η αναθεωρημένη έκδοση). Αθήνα: Μεταίχμιο.
Cohen, L., Manion, L., & Morrison, K. (2013). Research methods in education (6th Edition). Routledge.
Corbin, J., & Strauss, A. (1990). Basics of qualitative research: Grounded theory procedures and techniques. Basics of qualitative research: Grounded Theory procedures and techniques, 41.
Daniel, B. K. (Ed.). (2010). Handbook of Research on Methods and Techniques for Studying Virtual Communities: Paradigms and Phenomena: Paradigms and Phenomena. IGI Global.
Di Serio, Á., Ibáñez, M. B., & Kloos, C. D. (2013). Impact of an augmented reality system on students' motivation for a visual art course. Computers & Education, 68, 586-596.
Glaser, B. G., & Strauss, A. L. (2009). The discovery of grounded theory: Strategies for qualitative research. Transaction Publishers.
Heradio, R., de la Torre, L., Galan, D., Cabrerizo, F. J., Herrera-Viedma, E., & Dormido, S. (2016). Virtual and remote labs in education: A bibliometric analysis. Computers & Education, 98, 14-38.
Hipkins, R., Bolstad, R., Baker, R., Jones, A., Barker, M., Bell, B., ... & Taylor, I. (2002). Curriculum, learning and effective pedagogy: A literature review in science education.
Hughes, C. E., Stapleton, C. B., Hughes, D. E., & Smith, E. M. (2005). Mixed reality in education, entertainment, and training. IEEE computer graphics and applications, 25(6), 24-30.
Hult, M., & Lennung, S. Å. (1980). Towards a definition of action research: a note and bibliography. Journal of management studies, 17(2), 241-250.
Ibanez, M., Kloos, C. D., Leony, D., Rueda, J. J. G., & Maroto, D. (2011). Learning a foreign language in a mixed-reality environment. IEEE internet computing, 15(6), 44-47.
Kemmis, S., & McTaggart, R. (2005). Participatory Action Research: Communicative Action and the Public Sphere. Sage Publications Ltd.
Kim, K., Bruder, G., Maloney, D., & Welch, G. (2016). The influence of real human personality on social presence with a virtual human in augmented reality. In International Conference on Artificial Reality & Telexistence and Eurographics Symposium on Virtual Environments. Little Rock, AR, USA (pp. 115-122).
Lee, K. (2012). Augmented reality in education and training. TechTrends, 56(2), 13-21.
Lewin, K. (1948). Resolving social conflicts; selected papers on group dynamics.
Lin, S. C., & Lin, F. R. (2006). An ecosystem view on online communities of practice. Int'l J. Comm. L. & Pol'y, 11, 4-9.
Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry (Vol. 75). Sage.
Lombardi, M. M. (2007). Approaches that work: How authentic learning is transforming higher education. EDUCAUSE Learning Initiative (ELI) Paper, 5.
Morrison, J. (2006). TIES STEM education monograph series, attributes of STEM education. Baltimore, MD: TIES.
National Research Council. (2014). STEM integration in K-12 education: Status, prospects, and an agenda for research. National Academies Press.
Odeh, S., Shanab, S. A., Anabtawi, M., & Hodrob, R. (2013). A Remote Engineering Lab Based on Augmented Reality for Teaching Electronics. International Journal of Online Engineering, 9.
OECD - Organisation for Economic Co-operation and Development. (2016a). Selected Indicators for Greece. Retrieved from https://data.oecd.org/greece.htm
OECD - Organisation for Economic Co-operation and Development. (2016b). PISA 2015 Results in Focus. Retrieved from https://www.oecd.org/pisa/pisa-2015-results-in-focus.pdf
Pan, Z., Cheok, A. D., Yang, H., Zhu, J., & Shi, J. (2006). Virtual reality and mixed reality for virtual learning environments. Computers & Graphics, 30(1), 20-28.
Peat, M., & Taylor, C. (2012). Virtual biology: how well can it replace authentic activities?. International Journal of Innovation in Science and Mathematics Education (formerly CAL-laborate International), 13(1).
Quigley, C. F., Herro, D., & Jamil, F. M. (2017). Developing a Conceptual Model of STEAM Teaching Practices. School Science and Mathematics, 117(1-2), 1-12.
Roberts, A. (2012). A justification for STEM education. Technology and Engineering Teacher, 72(8), 1-5.
Sanders, M. E. (2008). Stem, stem education, stemmania. Retrieved from https://vtechworks.lib.vt.edu/bitstream/handle/10919/51616/STEMmania.pdf?sequence=1&isAllowed=y
Schneider, R.M., Krajcik, J., & Marx, R. (2013). The role of educative curriculum materials in reforming science education. In International Conference of the Learning Sciences: Facing the Challenges of Complex Real-world Settings (p. 54). Psychology Press.
Schweibenz, W. (1998). The" Virtual Museum": New Perspectives For Museums to Present Objects and Information Using the Internet as a Knowledge Base and Communication System. ISI, 34, 185-200.
Stevens, V. (2006). Second Life in education and language learning. TESL-EJ, 10(3), 1-4.
Sumners, C., Annette, S., Handron, K., & Jacobson, J. (2012, March). Immersive interactive learning labs for STEM education. In Society for Information Technology & Teacher Education International Conference (pp. 4894-4898). Association for the Advancement of Computing in Education (AACE).
Tapsis, N., Tsolakidis, K., & Vitsilaki, C. (2012). Virtual worlds and course dialogue. American Journal of Distance Education, 26(2), 96-109.
Tarnoff, J. (2010). STEM to STEAM—Recognizing the value of creative skills in the competitiveness debate. The Huffington Post.
Vargas, H., Farias, G., Sanchez, J., Dormido, S., & Esquembre, F. (2013). Using Augmented Reality in Remote Laboratories. International Journal of Computers Communications & Control, 8(4), 622-634.
Westerfield, G., Mitrovic, A., & Billinghurst, M. (2015). Intelligent augmented reality training for motherboard assembly. International Journal of Artificial Intelligence in Education, 25(1), 157-172.
Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62, 41-49.
Yakman, G. (2008, March). STEAM education: An overview of creating a model of integrative education. In Pupils' Attitudes Towards Technology (PATT-19) Conference: Research on Technology, Innovation, Design & Engineering Teaching, Salt Lake City, Utah, USA.
Zuber-Skerritt, O. (2001). Action learning and action research: paradigm, praxis and programs. Effective change management through action research and action learning: Concepts, perspectives, processes and applications, 1-20.
Εθνικός Διάλογος για την Παιδεία - ΕΔΠ. (2016a). Επιτροπή Εθνικού και Κοινωνικού Διαλόγου για την Παιδεία - Πορίσματα. Υπουργείο Παιδείας, Έρευνας και Θρησκευμάτων. Ανακτήθηκε από http://dialogos.minedu.gov.gr/wp-content/uploads/2016/04/PORISMATA_DIALOGOU_2016.pdf
Εθνικός Διάλογος για την Παιδεία - ΕΔΠ. (2016b). Προσωρινά συμπεράσματα επιτροπών - Κείμενα εργασίας, Αρχικό κείμενο για την Ψηφιακή Εκπαίδευση. Υπουργείο Παιδείας, Έρευνας και Θρησκευμάτων. Ανακτήθηκε από http://dialogos.minedu.gov.gr/wp-content/uploads/2016/03/digital_school_digital_learning_executive_version.pdf
Εθνικός Διάλογος για την Παιδεία - ΕΔΠ. (2016c). Προσωρινά συμπεράσματα επιτροπών - Κείμενα εργασίας, Σκέψεις και προτάσεις για την αναβάθμιση της Επαγγελματικής Εκπαίδευσης και Κατάρτισης (ΕΕΚ). Υπουργείο Παιδείας, Έρευνας και Θρησκευμάτων. Ανακτήθηκε από http://dialogos.minedu.gov.gr/wp-content/uploads/2016/03/anavathmisi_epag_ekpaideysis_kai_katartisis.pdf
Τσιώλης, Γ. (2014) Μέθοδοι και Τεχνικές Ανάλυσης στην Ποιοτική Κοινωνική Έρευνα, Αθήνα: Κριτική.