Eleot2015_Extended.pdf (115.03 kB)
Download fileUsing Augmented Reality to Engage STEM Students with an Authentic Curriculum
conference contribution
posted on 2023-08-30, 14:17 authored by Mike Hobbs, Debbie HolleyThis paper reports on the introduction of a set of 'Augmented Reality' (AR) tasks, offering an innovative, real world and problem based set of activities for a group of first year University Gaming and Computer Science students. Our initial research identifies a gap in the perceptions of STEM students between the usefulness of discipline based modules and a compulsory 'Professional Development' module where more ‘employability’ based skills were delivered. It had a history of poor student engagement and attendance, and failed to provide a compelling narrative/links to the outside world. The AR tasks were designed to facilitate group-working and multi-channel communication, and to engage students through the use of a more creative technology. Framed as a rich case study, insights are captured through student blogs, video interviews and a questionnaire. Initial findings indicate higher levels of satisfaction, enhanced student engagement and a greater awareness of the value of transferable skills.
History
Volume
160Page range
110-117Number of pages
218Series
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications EngineeringExternal DOI
Publisher
SpringerPlace of publication
ChamISBN
978-3-319-28882-6Conference proceeding
E-Learning, E-Education, and Online Training: Second International Conference, eLEOT 2015Name of event
eLEOT: Second International Conference on E-Learning, E-Education, and Online TrainingLocation
Novedrate, ItalyEvent start date
2015-09-16Event finish date
2015-09-18Editors
Giovanni Vincenti, Alberto Bucciero, Carlos Vaz de CarvalhoFile version
- Accepted version
Language
- eng