subject predicate object context
71523 Creator c22b5744f00cf3c01def02a43369c3b7
71523 Creator ext-20ea68d49006428fea0ff9fe41e87c36
71523 Creator ext-49161240fed40f470ea4fc449943c26c
71523 Date 2020
71523 Is Part Of repository
71523 Is Part Of p22277102
71523 abstract Immersive technologies are rapidly transforming the field of education. Amongst them, Augmented Reality (AR) has shown promise as a resource, particularly for education in Science, Technology, Engineering, Arts, and Mathematics (STEAM). There are, however, few teachers deploying this new medium in the classroom directly, and, consequently, only a few, elect students benefit from the AR-enriched offers. Curricula are already overloaded, and schools generally lack developmental resources, thus leaving no room for experimentation. This situation is further aggravated by the too few educational applications available with sufficient learning content. In this article, we investigate the method of Active Learning for the teaching of STEAM subjects, using a format where students are tasked with building an AR application as part of their learning. We evaluate the applicability of the Active Learning for STEAM subjects with a qualitative, case study approach, applying the workshop format as an extracurricular activity in our work with students from a range of secondary schools in Oxford. We discuss how the format works, so it can be embedded into regular curricula, not just as an extracurricular activity, also providing an overview on the involved teaching units and rationale. All teams in our preview audience of the case study succeeded in building working applications, several of impressive complexity. Students found that the lessons were enjoyable and AR technology can enhance their learning experience. The Active Learning method served as a catalyst for students’ skills development, with the case study providing evidence of learning to code, working with a physics simulation engine, ray-tracing, and geometry, learning how to manage teams and interact with other students/instructors, and engineering a working prototype of a game. We consequentially argue that combining the STEM subjects and the arts, using the proposed Active Learning format, is able to provide a more holistic and engaging education.
71523 authorList authors
71523 issue 8
71523 status published
71523 status peerReviewed
71523 uri http://data.open.ac.uk/oro/document/1191805
71523 uri http://data.open.ac.uk/oro/document/1191806
71523 uri http://data.open.ac.uk/oro/document/1191807
71523 uri http://data.open.ac.uk/oro/document/1191808
71523 uri http://data.open.ac.uk/oro/document/1191809
71523 uri http://data.open.ac.uk/oro/document/1191810
71523 uri http://data.open.ac.uk/oro/document/1193065
71523 volume 10
71523 type AcademicArticle
71523 type Article
71523 label Jesionkowska, Joanna; Wild, Fridolin and Deval, Yann (2020). Active Learning Augmented Reality for STEAM Education—A Case Study. Education Sciences, 10(8), article no. 198.
71523 Publisher ext-0e8d92de9fd14082663dc2f585fd1d29
71523 Title Active Learning Augmented Reality for STEAM Education—A Case Study
71523 in dataset oro