Research Article
Using Augmented Reality to engage STEM students with an authentic curriculum
@ARTICLE{10.4108/eai.15-6-2016.151447, author={M. Hobbs and D. Holley}, title={Using Augmented Reality to engage STEM students with an authentic curriculum}, journal={EAI Endorsed Transactions on e-Learning}, volume={3}, number={11}, publisher={EAI}, journal_a={EL}, year={2016}, month={6}, keywords={STEM, PDP, Academic skills, Student engagement, Augmented Reality, BYOD}, doi={10.4108/eai.15-6-2016.151447} }
- M. Hobbs
D. Holley
Year: 2016
Using Augmented Reality to engage STEM students with an authentic curriculum
EL
EAI
DOI: 10.4108/eai.15-6-2016.151447
Abstract
This 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 and an appreciation of groupwork tasks, enhanced student engagement and a greater awareness of the value of transferable skills.
Copyright © 2016 M. Hobbs and D. Holley, licensed to EAI. This is an open access article distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/3.0/), which permits unlimited use, distribution and reproduction in any medium so long as the original work is properly cited.