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OLLReN Paper on:

TEACHING AND LEARNING


WITH AUGMENTED REALITY

Laureate-Cambridge
Online Language Learning Research Network (OLLReN)

2019 OLLReN Paper on: Teaching and learning with Augmented Reality
2

TEACHING AND LEARNING


WITH AUGMENTED REALITY

ABSTRACT navigation systems like Google Maps, to


Augmented Reality (AR) is a form of virtual Instagram filters, as well as professional uses such
reality which has been defined by many as as flight simulation and 3D medical technology,
any technology which blends real and virtual AR is now a normal part of life for many. In the
information in a meaningful way, and which context of education, in particular the language
can be implemented using a variety of devices, classroom, AR is believed to enhance learning and
such as computers, mobile phones and tablets. prolong retention of information through its mix
As well as being commonly used by the general of audio, video, text and animation, as well as the
public in our day to day lives, AR has many realistic simulation of real-world environments
affordances in the context of education. In the (Chang et al 2010).
language classroom, AR is believed to enhance
learning and prolong retention of information BACKGROUND IN EDUCATION
through its mix of audio, video, text and
animation, as well as the realistic simulation of Augmented Reality allows the user to engage
real-world environments, allowing the user to with the virtual world, supplementing the real-
engage with the virtual world, supplementing world surroundings with text or images. As
the real-world surroundings with text or well as allowing learners to work with objects
images. The four key beneficial features of AR that they may not be able to access physically,
for educational purposes are: the opportunity research into AR suggests that it has four key
for collaborative and situated learning, the beneficial features for educational purposes:
possibility of immersion in a previously the opportunity for collaborative and situated
unavailable or unlikely context, the potential learning, the possibility of immersion in a
visualisation of the invisible, and the provision of previously unavailable or unlikely context, the
a bridge between formal and informal learning. potential visualisation of the invisible, and
This article will explore the background of AR in the provision of a bridge between formal and
education, with particular focus on the use of AR informal learning.
in the language classroom.
Augmented reality is currently being used
INTRODUCTION in various educational settings in a variety of
different ways, which can be broadly categorised
This article will provide an introduction into into three approaches: the roles approach, the
Augmented Reality, and will examine its current locations approach, and the task-based approach.
and future potential in language education. The last of the three approaches, the task-based,
is themost relevant for the Language classroom,
and will be explored in more detail here. This
WHAT IS AUGMENTED REALITY? approach is implemented using techniques such
as game-based learning (Rosenbaum, Klopfer
Augmented Reality is a form of virtual reality and Perry 2007), problem-based learning (Liu, Tan
which has three basic features : a combination and Chu 2009) and role-playing (Rosenbaum et al
of real and virtual worlds, real-time interaction, 2007).
and accurate 3D registration of virtual and real
objects (Azuma 1997), but has been defined
by many as any technology which blends real BENEFITS OF AR TO LEARNERS
and virtual information in a meaningful way
(Klopfer 2008). While Augmented Reality is The ubiquity of smart mobile devices among
often associated with futuristic technology, learners allows for previously impossible
usually involving headsets and headphones, it collaborative learning, using tools which are
can actually be implemented using a variety of often easily accessible and user-friendly. These
devices, such as computers and mobile devices tools often encourage, or require, learners to
such as smartphones and tablets. engage with the subject outside the classroom
The uses of Augmented Reality are many and in a practical context. Collaboration through
varied – from every-day functions in satellite mobile interaction could enhance learners’ social
2019 OLLReN Paper on: Teaching and learning with Augmented Reality
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interactivity. Augmented reality also allows classroom performance than traditional methods
for the possibility of immersion in contexts of vocabulary teaching.
that learners would previously be unable to
experience. As well as vocabulary, AR has also been explored
as a tool for developing literacy (Silva et al
Recent research has indicated that learners 2013); an AR ‘pop-up book’ was developed by
respond positively to the ‘authenticity’ of the Mahadzir & Phung (2013) as a tool for motivation
subject matter when engaging with content and support in English language learning, and
through AR, as well as fostering learner reported that the tool contributed to all-round
autonomy through the often self-directed improved performance after a year’s usage in the
nature of many AR educational tools. AR in primary classroom.
the classroom context has been suggested
to improve learners’ technological literacies AR can now be easily accessed through teachers’
(Squire and Jan 2007), as well as increasing and learners’ mobile device, with technologies
engagement. AR also appeals to multiple such as QR codes. The use of QR codes in
learning styles through its combination of language learning has gained popularity in
audio, visual, textual and 3D content (Yuen 2011), recent years owing to its relative ease of use for
allowing learners to interact with the target both teachers and learners, as well as the lack
content in different ways (Wojciechoski & Cellary of material preparation required. QR codes,
2013). Gamification of language learning using which learners can easily scan using their mobile
AR technology is also increasing in popularity, phones, are used both outside the classroom,
for example in the case of ‘Quest-Based’ mobile in location-dependent situations, and inside
learning, which sees learners following clues the classroom as part of printed materials. The
prompted by environmental triggers in order to incorporation of location-based AR for English
prompt use of the target language. Language learning was tested in a 2010 study,
which incorporated QR codes into a “context-
aware” AR device which used maps to access
TASK-BASED AR IN LANGUAGE “learning zones” in real-time. This study reported
EDUCATION high levels of satisfaction with the tool by
university students, who used it for English
language learning (Lui et al 2010).
AR is believed to have great potential in the field
of language learning; although immersion in the
language community of the target language
is considered to be one of the most effective HOW CAN WE USE TASK BASED AR IN
ways to improve language proficiency (Yang THE CLASSROOM?
2011) not all learners are able to avail of such
opportunities. AR allows for the replication of
the immersion context without leaving the This section will highlight three examples of easy
learners’ L1 environment. Several recent studies to access AR for classroom use.
have found that the use of Augmented Reality
in the English Language classroom was a strong ◆ QR Codes
contributing factor in learner motivation, and
correlated with successful learning outcomes O’Sullivan (2017) suggests uploading QR codes to
among university students, particularly in the student messenger groups to eliminate the need
area of vocabulary learning (Serio et al 2013; for hard copy printing, and expands the use of the
Ibanez et al 2011; Solak & Cakir 2015). resource into listening tasks as well as lexical or
grammatical tasks. An example of this is a jigsaw
Early studies in using AR in the language listening activity. The listening file is broken into
classroom were centred around the teaching of sections, each represented by a QR code. Learners
vocabulary, such as a 2004 study in Japan which scan the codes to play the files and organise them
found that using a mobile AR tool to teach body into their correct sequence. QR codes can also be
parts to Japanese schoolchildren resulted in used effectively in vocabulary teaching – codes
higher levels of uptake than when traditional, containing new or previously learned lexis can be
classroom-based methods were used (Tan produced for use in pair or group activities, with
and Lui 2004). Other studies in the teaching of prompts, examples or definitions shown once the
vocabulary using AR were conducted in Spain code has been scanned. Lastly, the opportunities
and Portugal (Perez-Lopez & Contero 2013; for spoken fluency practise using QR codes
Barreira et al 2012) and both reported increases are virtually endless – each code can contain a
in motivation, target language uptake and conversation prompt, which teachers can use as
2019 OLLReN Paper on: Teaching and learning with Augmented Reality
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short warmer or cooler activities, or as a means overwhelmed by the demands of manipulating
of staging longer conversational activities such the technology at the same time as trying to
as oral exam preparation. complete the task (Dunleavy 2009).

◆ Filters and Layers FUTURE POTENTIAL


Most of us are familiar with AR through the As technology develops, and the availability
ubiquity of augmented reality filters, accessed of AR tools on mobile and handheld devices
for free on most mobile devices. Using similar becomes more widespread, the opportunities
technology, learners can take a picture of their for further integration of Augmented Reality
classroom, and add tags and labels to various into the language classroom can only increase.
items for active vocabulary practice. Teachers In the current educational context of students
can develop a virtual treasure hunt using similar who are predominantly Digital Natives, the use of
apps, which the learners can follow from the available technology in the classroom will surely
comfort of their classroom, using their mobile become not only more common, but expected.
devices to follow virtual clues set by the teacher,
which are layered over photographs or videos of
the local environment. These can also be used as
prompts for conversation – as the learners move
their camera over certain items in the room,
or on the map, conversation questions can be
activated.

◆ Virtual Flashcards

Although this does take more advanced


preparation than previously mentioned tasks
and activities, it is now possible for teachers to
create virtual flashcards, with built in AR triggers.
Using similar technology to QR codes, teachers
can use pre-designed templates for a range of
lexical items. When students use their mobile
devices to activate the flashcard a 3D likeness of
the word is generated. Although this technology
is in its early stages the majority of the content is
being generated and shared by teachers, so it is
likely that the volume of resources available will
increase significantly over time.

PROBLEMS AND LIMITATIONS


Despite having great potential for increasing
learner engagement with the task, and fostering
autonomy (Bujak et al 2013), studies have shown
that using AR in the classroom can have the
opposite effect, with low engagement and low
motivation from learners (Kerawalla et al 2006).
This is potentially the result of the lack of teacher
involvement permitted in many AR educational
tools – teachers are unable to contribute to
or adapt the content, and therefore cannot
personalise it to the needs or preferences of their
own learners.

The potential for distraction and decreased


attention on non-technologically enhanced
lessons is greatly increased when Augmented
Reality tasks are introduced into the
classroom, with learners sometimes becoming
2019 OLLReN Paper on: Teaching and learning with Augmented Reality
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REFERENCES

Bujak, K., Radu, I., Catrambone, R., MacIntyre, B., Zheng, R. and Golubski, G. (2013). A psychological perspective on augmented
reality in the mathematics classroom. Computers & Education, 68, pp.536-544.

Dong Han, L. (2017). A development plan for a screen English learning system through 3D augmented reality. STEM Journal, 18(3),
pp.99-117.

Dunleavy, M., Dede, C. and Mitchell, R. (2008). Affordances and Limitations of Immersive Participatory Augmented Reality
Simulations for Teaching and Learning. Journal of Science Education and Technology, 18(1), pp.7-22.

Ekrem, S. and Cakir, R. (2015). Exploring the effect of materials designed with augmented reality on language learners’ vocabulary
learning. The Journal of Educators Online-JEO, 13(2), pp.50-72.

Kerawalla, L., Luckin, R., Seljeflot, S. and Woolard, A. (2006). “Making it real”: exploring the potential of augmented reality for
teaching primary school science. Virtual Reality, 10(3-4), pp.163-174.

Liarokapis, F. and Anderson, E. (2010). Using Augmented Reality as a Medium to Assist Teaching in Higher Education.

Liu, T., Tan, T. and Chu, Y. (n.d.). 2D Barcode and Augmented Reality Supported English Learning System. 6th IEEE/ACIS
International Conference on Computer and Information Science Proceedings.

O’Sullivan, J. (2016). QR codes in the Language classroom. [online] prezi.com. Available at: https://prezi.com/rfnyac7lg3ev/conf-qr-
codes-in-the-language-classroom/?utm_campaign=share&utm_medium=copy [Accessed 20 Feb. 2019].

Wu, H., Lee, S., Chang, H. and Liang, J. (2013). Current status, opportunities and challenges of augmented reality in education.
Computers & Education, 62, pp.41-49.

2019 OLLReN Paper on: Teaching and learning with Augmented Reality
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Jane Seely
Jane is currently working as a Teaching
Assistant of Linguistics and TESOL in
the University of Limerick, and has been
working in ELT since 2010 as a teacher,
manager, researcher and consultant. Jane
has an M.A in Applied Linguistics from
Mary Immaculate College, and will receive
her PhD in Applied Linguistics in 2019 on
the topic of “Variations in EFL Teacher
Classroom Talk”. Her primary research
interests are Teacher Classroom Discourse,
using Corpora to Enhance Language
Learning, and Teacher Cognition.

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2019 OLLReN Paper on: Teaching and learning with Augmented Reality

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