Selasa, 31 Desember 2013

AUGMENTED LEARNING

AUGMENTED LEARNING

Augmented learning is an on-demand learning technique where the environment adapts to the learner. By providing remediation on-demand, learners can gain greater understanding of a topic and stimulate discovery and learning.
Technologies incorporating touchscreens, voices and interaction have demonstrated the educational potential that scholars, teachers and students are embracing. Instead of focusing onmemorization, the learner experiences an adaptive learning experience based upon the current context. The augmented content can be dynamically tailored to the learner's natural environment by displaying text, images, video or even playing audio (music or speech). This additional information is commonly shown in a pop-up window for computer-based environments.
Most implementations of augmented learning are forms of e-learning. In desktop computing environments, the learner receives supplemental, contextual information through an on-screen, pop-up window, toolbar or sidebar. As the user navigates a website, e-mail or document, the learner associates the supplemental information with the key text selected by a mouse or other input device. Augmented learning has also been deployed on mobile, touchscreen devices including tablets.
Augmented learning is closely related to augmented intelligence and intelligence amplification. Augmented intelligence applies information processing capabilities to extend the processing capabilities of the human mind through distributed cognition. Augmented intelligence provides extra support for autonomous intelligence and has a long history of success. Mechanical and electronic devices that function as augmented intelligence range from the abacus, calculator, personal computers and smart phones. Software with augmented intelligence provide supplemental information that is related to the context of the user. When an individual's name appears on the screen, a pop-up window could display person's organizational affiliation, contact information and most recent publications.
In mobile reality systems, the annotation may appear on the learner's individual "heads-up display" or through headphones for audio instruction.

What is augmented reality?
In its simplest form, augmented reality is the layering of information over a real-world environment. To get an idea of what this means, imagine watching a football game on television. The first down line, the advertisements that hover over the field, and those drawings the commentators make on replays are all forms of augmented reality.
One of the most visible entries into the AR scene is Google Glass. The device used for Google Glass looks just like a pair of eyeglasses. The lenses are actually tiny screens through which the wearer can see the world as usual, as well as superimposed data and images, thus completely changing their experience. The device responds to voice commands and offers numerous options, such as a browser, video recorder and sharing tools that allow the user to be connected in a meaningful way.
What augmented reality means for education
EmergingEdTech illustrated a few of the most anticipated ways Google Glass will likely be used in education. Text translations in real time could immerse students in a foreign language, research could be done on the go, and the ease of video and imaging could make presentations and reports much more dynamic. Students could even use Google Glass to bolster their portfolios by capturing first-hand demonstrations of their work.
Some mobile augmented reality apps allow users to simply scan an object with a smartphone or tablet to receive a host of information about it, delivered in everything from video streaming to slideshows to audio. Many use GPS technology and image recognition to offer insight on locations, maps and geographical features. Some work with textbooks to provide 3D images of the material presented on the page.
A joint chapter report from Harvard and Radford Universities on Augmented Reality Teaching and Learning[PDF] offers an excellent example of how devices like Google Glass can broaden the educational spectrum. Imagine a student approaching an oak tree. The device immediately offers video or slide show information on the habitat the tree is in and the animals that make a home there. If the tree has been earmarked as part of an educational initiative, the student could point their device at a placard near the tree, which would then prompt a 3-D digital view of the tree, including the inside structure. This hands-on virtual learning could provide students with a much deeper understanding of the subject, as well as better retention of the material.
But AR isn't just for helping students learn -- it can also be an excellent tool for teachers to learn about their students. The Augmented Lecture Feedback System, developed by scientists at Spain's Universidad Carlos III de Madrid, is a great example. The system allows teachers to look over their room of students and see icons above their heads, activated by the student's cell phones, which tell the teacher whether the students understand the lecture material being taught. This tool is helpful for teachers who want to adjust their instruction technique on the fly, and also allows them to pinpoint students who need help but might not be comfortable with speaking up in class.
The future of augmented reality
Augmented reality is expected to pack such a punch that the market for the innovative technology has already grown dramatically. A press release from MarketsandMarkets predicts that the virtual reality and AR market will be worth $1.06 billion by 2018. And that figure doesn't even include mobile-based augmented reality. Since mobile devices are on the cutting edge of the technology, the worth of the market could actually be much higher.
As the use of smartphones continues to grow and virtual education becomes the norm rather than the exception, augmented reality is sure to find a place in the classroom -- whether it be a brick-and-mortar institution or a digital classroom that seamlessly blends the physical world with the virtual one.