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The use of mobile devices in the students’ learning process on elementary and

secondary school

Lilla Korenova
Comenius University in Bratislava, Faculty of Education
Racianska 59, Bratislava, Slovakia
korenova@fedu.uniba.sk

ABSTRACT mobile classroom learning applications have


been found valuable to bridge the gap
“If we want students to become smarter than a between indoor and outdoor learning. In
smartphone, we need to think harder about the particular, mobile learning applications serve
pedagogies we are using to teach them. as assistive didactic tools that contextualize
Technology can amplify great teaching but great learning contents previously introduced in the
technology cannot replace poor teaching” (OECD, classroom. This is achieved by exemplifying
2015). Nowadays, the Neumann Galaxy lives
together with the Gutenberg Galaxy. Both printed
and augmenting the students’ formal
books and mobile devices can be applied in classroom learning experiences in outdoor
education. The following question often arises: In scenarios, thus enabling the students to
which proportion should they be used by teachers actively and dynamically construct an
and by students? We believe in the learner-centred understanding of their activities [2].
pedagogy and we analyse this question from the Successfully bridging indoor and outdoor
student’s side. We are focusing on the types of classroom learning is a complex task, which
mobile learning. Mobile devices allow the includes the use of technology in an
students to develop innovative learning skills. The individual, social, and organizational context.
question is, whether they can leverage these These factors comprise the heterogeneity of
potentials? Do they know the relevant online the people involved (i.e., teachers, students,
curriculums, platforms and applications? Do they
and researchers, as well as their different
have incentive for integrating mobile devices in
their learning process? motivation, knowledge, etc.), the specific
learning goals or sub-goals, the methodology
KEYWORDS and devices used, economic factors, and the
interrelations and dynamics between these
mobile learning, primary education, secondary factors [3]. We can find several approaches to
education, augmented reality in education defining mobile learning in professional
literature. Mobile learning refers to the use of
1 MOBILE LEARNING IN mobile or wireless devices for the purpose of
EDUCATIONAL PROCESS learning while on the move. Taylor has
defined mobile learning as “learning mediated
The technological and social changes that by mobile devices, or mobility of learners
accompany the current ubiquitous use of (regardless of their devices), or mobility of
mobile devices are also reflected by the content/resources in the sense that it can be
widely accepted notion that learning is accessed from anywhere” [6]. One-to-one
continual and happens anywhere at any time learning with a mobile device falls into the
[1]. Unfortunately, however, this stands in same category of mobile learning in which
sharp contrast to the prevalent learning learners use a mobile device (e.g., iPads,
situation in schools, which is still almost iPods, netbooks, laptops, cell phones, or other
exclusively focused on classroom-bound mobile devices) with Internet access to
learning, mediated by a trained teacher [2]. engage in learning activities [7]. Mike
Carefully designed and custom-tailored Sharples [8] has made a good summary on

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different views of defining mobile learning. something through the camera of a mobile or
Current perspectives on mobile learning tablet, and by means of the right application,
generally fall into the following four broad images or information are projected onto it.
categories: Technocentric. This perspective For instance, we look around the street
dominates the literature. Here mobile learning through the camera and the opening times of
is viewed as learning using a mobile device, the shops along the road appear before our
such as a PDA, mobile phone, iPod, eyes.
PlayStation Portable etc. We are talking about augmented reality, if
Relationship to e-learning. This perspective with the aid of an application on a mobile
characterizes mobile learning as an extension device, virtual objects appear in the space we
of e- learning. These definitions are often are can see in front of us. We therefore create a
all-inclusive and do not help in characterising bridge between reality and virtual reality, with
the unique nature of mobile learning. What is which we can exercise great influence on
needed is clarity: in agreement with Traxler every generation and achieve extraordinary
[9], the technocentric/e-learning based results.
definitions only seek to place “mobile We think that augmented reality is more
learning somewhere on elearning’s spectrum tangible, as there is a part which can be
of portability”. perceived in reality, which is expanded with
Augmenting formal education. In the mobile electronic information, such as 3D images,
learning literature, formal education is often animation or video. Numerous definitions of
characterised as face-to-face teaching, or augmented reality have appeared in the
more specifically, as a stereotypical lecture. literature, the ones we like the best are:
Learner-centred. Any sort of learning that Whereas virtual reality places a user inside a
happens when the learner is not at a fixed, completely computer-generated environment,
predetermined location, or learning that augmented reality aims to present information
happens when the learner takes advantage of that is directly registered to the physical
learning opportunities offered by mobile environment. AR goes beyond mobile
technologies” [10]. computing in that it bridges the gap between
virtual world and real world, both spatially
and cognitively. With AR, the digital
2 AUGMENTED REALITY IN information appears to become part of the real
EDUCATION world, at least in the user’s perception [11].
The term Augmented Reality was created by
Augmented reality (AR) and virtual reality Tom Caudell, in 1990, while he was working
(VR), although present as synonyms of one at Boing, and it translates the integration of
another in public consciousness, are actually virtual images in the real world, i.e. the reality
two different concepts. Virtual reality is not is augmented of virtual elements. The
the same as augmented reality. What is the integration of such images is made by the use
difference between them? of Information and Communication
We are talking about virtual reality, if the 3D Technologies (ICT), through a mobile device
image seen through the Oculus Rift or other with a camera (computer, tablet, mobile
spectacles has nothing to do with the view in phone with android or iOS operating systems)
front of me in reality. We enter a virtual which allows the access to the available
space, where we can turn around, move, and contents with AR. Furthermore, the
we experience that we have stepped into a development of such contents encourages
totally new world. higher learning autonomy and the use of
In contrast to this, in augmented reality we systems that support mobile-learning.
stay in the same space and into this space are Besides, the exploration of ICT by the
projected elements which are not present in students can promote collaboration,
reality. In augmented reality we look at innovation and creativity skills. One

ISBN: 978-1-941968-50-5 ©2018 SDIWC 2


characteristic that AR applications offer is the pupils understand the new material,
integration and interaction between the real complements the teachers’ work, supports
and the virtual, allowing a huge versatility self-checking during problem solving and
and creativity in applications [12]. improves spatial abilities.
The basic goal of an AR system is to enhance Further benefits were identified and described
the users perception of and interaction with in P. Diegmann: Benefits of Augmented
the real world through supplementing the real Reality in Education Environments research
world with 3D virtual objects that appear to [14]. The steps of the research were:
coexist in the same space as the real world. identified relevant publication, alanyzed the
Many recent papers broaden the definition of identified publication by coding and grouping
AR beyond this vision, but in the spirit of the benefits.
original survey we define AR systems to
share the following properties: blends real and
virtual, in a real environment, real-time
interactive, registered in 3D [13].
Augmented reality is the supplementation of
the reality perceived by the user with virtual
elements.
The use of mobile AR technology
applications is a method with which the work
of educators can be made more effective, and
in addition it enables pupils to become
actively involved in the education process.
Besides all this it makes studying both in the
lesson and outside the lesson more attractive
Table 1. Benefits of Augmented Reality in Education
and more experiential. Environments – P. Diegmann [14].
Besides the innovative nature of the
technology and the multifaceted opportunities We present some applications that can be
for its usage in education, an additional used both in the course of the classroom and
advantage is that it does not require special out-of-school activities. We have tried these
financial or human resources. There is no apps both in the classroom and at home, thus
need to involve a separate informatics expert in this paper, we use our self-made photos
in the development of study materials, the (figure 1-6). Using the identified and
teachers are capable of producing these described benefits in Benefits of Augmented
themselves without programming, if they Reality in Education Environments Diegmans
possess general informatics skills. It is to be research, we present the benefits of all
expected that within a few years, a significant applications.
proportion of children will have a device, Quiver - Platonic Solids is the part of the
such as a smartphone, which is able to run AR Quiver Education application.
applications, so there is no need any for
particular acquisition of hardware appliances
either.

3 AR APPLICATIONS AND THEIR USE


FOR MATH

We are talking about the usage of augmented


reality in education when with the aid of an Figure 1. The hexahedron with different drawings on
application on a mobile device, virtual objects its six faces
appear in the space and this information helps

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With help we can visualize the five Platonic
Solids: Tetrahedron, Hexahedron,
Octahedron, Dodecahedron and Icosahedron.
It is interesting that on the pages we see only
the surface of the bodies and with the help of
the app, we can present them in 3 dimensions
followed by the appearance of the four
classical elements (earth, water, air, fire) and
the fifth element aether, added by Aristotle. Figure 3. Multiple shapes at the same time

To sum up, the test of this app was Aurasma We can use Aurasma to make our
impressive, and we think that it is more than own AR display or video. For instance, I
an app which presents the polyhedrons. It is solve a math problem and can make a video
not only geometry, but much more, it also of this process. After we can add this video to
teaches the history of science. The benefits of that problem (maybe a photo of the exercise)
using this app are the improvement of the with the help of Aurasma. It is very good for
learning curve, creativity, spatial abilities and the schoolers who are interested in making
memory. their own AR world’s themselves. The use of
AR Flashcards Addition. This is an Aurasma is particularly recommended for the
application family. We tried the AR constructive method.
Flashcards Addition and AR Flashcards Augmented polyhedrons – Mirage. It is
Shapes applications. After printing the pages extremely motivating in case of
of cards, we had to purchase the two schoolchildren if we make fields, which are
applications. In our opinion, the Addition app difficult to understand such as geometry,
and cards clearly illustrate the add of digits more comprehensible for them with the aid of
from 0+1 to 9+9. It is possible to bring augmented reality. Our research which was
several cards to life at the same time. We carried out with the Augmented Polyhedrons
must also tell that some cards badly show the application deals with the introduction of this
animals, for example on the card, a giraffe app into primary schools. You can read about
can be seen, and the app presents lions. it more detailed in the second part of the
article.

Figure 4. Schoolchildren represent the geomtercial


shape with Augmented Polyhedron app
Figure 2. Appearance of lions instead of giraffes
Stack Ar. This is a game. The task is to stack
The AR Flashcards Shapes application is very up the blocks as high as you can. This is not a
good, and we have more options to try. When special education app but it visualizes the
we are coloring the shape, we can hear the construction of the tower and at the same time
name of the color and the name of the shape it improves spatial abilities. We put the blocks
in English. Benefits of these AR apps which in the real word, for example the tower
we emphasize are the increase of motivation appears in our room, on our table with the
and information accessibility.

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help of augmented reality. Using this app, we students? We believe in the learner-centred
increase attention and concentration. pedagogy and we analyse this question from
the student side. The balance between mobile
learning and learning activities designed by a
teacher should be found. The students of
Neumann Galaxy are in a difficult situation if
we think of the information flood but on the
other side, they can reach easily that kind of
information which was unimaginable and
inaccessible earlier. We are convinced that
pedagogy changes irreversibly.

ACKNOWLEDGMENT
Figure 5. The tower on the table made by Stack AR
The paper was written the support of the grant
PhotoMath - it is a 2D AR app. With KEGA 012UK-04/2018 “The Concept of
PhotoMath, we point our camera toward a Constructionism and Augmented Reality in
math problem and it will show the result with the Field of the Natural and Technical
a detailed step-by-step instruction. What is Sciences of the Primary Education
really exciting about it is that this app (CEPENSAR)”.
contains handwriting recognition. It is
absolutely useful that we can explore
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