The ARICE Framework: Augmented Reality in Computing Education

Yuanqiong Wang, Giovanni Vincenti, James Braman, Alfreda Dudley

Abstract


Augmented Reality (AR) is a term for a live direct or an indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input and output including sound, graphics or haptic input and feedback mechanisms. It has been reported that the use of AR for educational purposes provided opportunities for reflection, capabilities for multiple representations, and co-design of personalized learning experiences which contribute to promote active learning. However, most of the reported applications are for students at the elementary or high school level. There are no reported formal studies on AR application on a college/university level. Based on this lack of information, several questions arise: Are the benefits unique to the elementary and high school students? If AR is used in college classrooms, will it show similar benefits? This paper proposes an Augmented Reality in Computing Education (ARICE) framework for using an AR educational system in undergraduate computing education to improve student performance, retention and learning outcomes. A research plan on how to evaluate the framework has also been presented.

Keywords


Augmented Reality; Computing Education; Mixed Reality Learning; ARICE

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Copyright (c) 2017 Yuanqiong Wang, Giovanni Vincenti, James Braman, Alfreda Dudley


International Journal of Emerging Technologies in Learning (iJET) – eISSN: 1863-0383
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