Augmenting paper based learning materials
A pragmatic approach
Sandra Maathuis-Smith
School of Social Sciences
Open Polytechnic of New Zealand
Lower Hutt, New Zealand
sandra.smith@openpolytechnic.ac.nz
Gary Mersham
School of Social Sciences
Open Polytechnic of New Zealand
Lower Hutt, New Zealand
gary.mersham@openpolytechnic.ac.nz
Abstract—Some distance education institutions have invested
heavily in print-based resources, and learners still show a
preference for print; but some concepts and practical or skills
based courses, for example science or engineering, do not
translate well into the print medium. This paper presents
Augmented Reality (AR) as a possible solution and discusses the
development and implementation of an AR application into
traditional print learning materials.
Keywords-Distance education; mixed reality; augmented
reality; ODL
I. ENHANCIING PAPER BASED LEARNING MATERIALS WITH
AUGMENTED REALITY
International evidence (from publications and strategy
documents from JISC and EURODL, and the development of
user experience design UXD) suggests that in the future. Open
and Distance Learning (ODL) will not be either print-based or
‘online’ but will use appropriate mixes of available media
designed to meet different learner needs [1].
Teachers and students have reported that the use of AR in
teaching and learning has led to high engagement and
interactive, situated, collaborative problem solving [2, p.1].
In our example of the rendering of three dimensional ball
bearing images, augmentation enables us to exploit the
particular power of the computer (regardless of their networked
status) as a symbiotic aid to cognition. Computer code is
particularly adept at taking one kind of data input and
expressing it in novel and revealing ways. So, for example, the
viewer we developed allowed students to manipulate the three
dimensions of the rendering independently. As Allen [3, p.7]
puts it, augmentation involves learning where humans and
machines can work together to solve problems and present the
results of that investigation. If such augmentation is also
networked, it enables further dissemination, analysis and
consideration as well.
Many distance education institutions have invested heavily
in print-based resources for students. More still are moving to a
blended approach where resources are presented in print and
some in a digital environment. Over 90% of the learners at the
Open Polytechnic continue to express clear preferences for
either print-based distance learning (supported by freephone
and email access to lecturer, library and other support services)
or ‘mixed mode’ distance learning (the print-based service plus
e-support services) [1].
Many disciplines have concepts which do not translate well
into the print medium and this is one of the problems facing
distance education providers. In practical or skills based
courses such as science or engineering, learners find it difficult
to get access to physical artifacts such as tools, chemicals and
components. Some distance students will have difficulty
sourcing many of the artifacts relevant to their subject. For
example: plumbing valves, electrical components, chemicals,
etc. The question of how this content could be best rendered
and delivered to the students via the print medium was
investigated by a team at the Open Polytechnic of New Zealand
[4]. Aside from delivering the content the team also was
challenged to produce an interface where there was minimal set
up and low cognitive investment (learning curve) on behalf of
the content developer and the user, and also to do it without
reliance on networks or online technologies.
This paper describes the process without reliance on
networks but the same process can be adapted to deliver the
content via intranet, internet or cellular and mobile networks.
The adage goes that ‘A picture is worth a thousand words.’
A 3D image would exponentially increase that to many
thousands, but how do you put a number on a 3D image whose
angle of “viewing” you can manipulate yourself?
True learning is experiential and the more senses that are
involved, the more powerful the learning experience.
Successful E-learning and distance educators are putting in the
effort to engage their students in meaningful activities that
involve interaction at multiple levels; through sound, sight,
touch, emotions, etc. In real life humans are able to move and
turn objects freely in space; this natural interaction allows the
user to investigate the object from different perspectives.
Traditional methods of learning spatially-related content
involved viewing 3D objects on a computer screen: The objects
are manipulated in space through keyboard commands or
mouse clicks. One step to improving this interaction involves
presenting learners with 3D visualizations of components with
the ability to manipulate the ‘view’ from the users’ perspective.
Some doubt has been put on the pedagogical value of
Augmented Reality (AR) because of the predominant use of
978-1-4673-4925-3/12/$31.00 ©2012 IEEE November 6-8, 2012, Amman, Jordan
2012 International Conference on Interactive Mobile and Computer Aided Learning (IMCL)
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