Using Augmented Reality to engage STEM students with an authentic curriculum
DOI:
https://doi.org/10.4108/eai.15-6-2016.151447Keywords:
STEM, PDP, Academic skills, Student engagement, Augmented Reality, BYODAbstract
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.
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This is an open-access article distributed under the terms of the Creative Commons Attribution CC BY 4.0 license, which permits unlimited use, distribution, and reproduction in any medium so long as the original work is properly cited.