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Augmenting play and learning in the primary classroom

Published:24 June 2013Publication History

ABSTRACT

In this article we present the design and study of Save the wild, a system designed to support augmented play and learning for children. Save the wild is an augmented reality (AR) based system with which children can interact by creating origami paper characters printed with fiducial markers that can be recognised via the webcam attached to the computer. The system aims to give students a level of awareness around problems with sustainability. As children make visible their origami creations to the camera, the system displays animated virtual characters that are attached to simple storylines that relate to sustainability and environmental consciousness.

We studied how Save the wild was used and interacted with by students in two environments: at a public exhibition and within a classroom. We found that the technologies that were used (fiducial markers) can be used to create environments that support multiple modes of interaction and different forms of engagement with educational content. The technology allows designers of these systems to augment physical play and activity without requiring new technologies to be introduced, rather using technologies already found within the classroom. We find that by using AR, it is possible to enhance play-based learning without it becoming focused on the technology -- rather it augments and guides the learners' own narrative. We conclude with a discussion on how AR/marker technology can enable technology to create a more exciting interactive and social experience for young students while they are learning.

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    • Published in

      cover image ACM Conferences
      IDC '13: Proceedings of the 12th International Conference on Interaction Design and Children
      June 2013
      687 pages
      ISBN:9781450319188
      DOI:10.1145/2485760

      Copyright © 2013 ACM

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      Publication History

      • Published: 24 June 2013

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