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Introduction
Technology advances and education is left behind, unfair but true. The
innovation of learning is another window of scrutiny and other potential challenges. The
collaborative work in education is not impossible if the technology will tap some of its
the students to apply all their knowledge and skills in a domain of reality-based that
promotes the efficacy in their career. This idea came from the augmented reality.
Research Problem
The lack of support in the proposed educational innovation is one of the many
problems that education endures. This is for the reason of the lack of information about
the collaboration between the technology and education. The benefits and the
drawbacks are natural in the revolving worlds of education and technology but the
details encompassed in the idea should be identify first if the educators are centering
Objectives
(1) To add information and meaning to the real object or place especially when it is
applied in education.
(2) To satisfy the learning of every student in terms of incorporating with the
technologies and added data that deepens their understanding toward the
subject.
(3) To enhance the learning capability of the students in terms of map usage,
listening to the audio commands, or different historical context which makes
learning more meaningful.
Research Questions
The present research questions are identified and will be answered in later
discussions.
Technology and education is not impossible because they certainly match on one
thing and that is to deliver messages or information (Fletcher, 2004). The use of
or aviation where the students use the simulation or the virtual reality that enables them
to treat, construct or fly in different places which is close to reality. With the use of
technology, the students can clearly understand the necessary data about the objects
they see (ELI, 2005). This is just a start of the educators to provide comprehensive and
The purpose of the collaboration is to promote the social interaction among the
users. Students can use or share the augmented reality that particularly emphasizes the
critical thinking and communication. Part of the augmented reality is to keep the
reality is far from the multimedia file in which makes it unique and useful as it provides
schematic diagram that allows the students to have an access in variation of technical
Methodology
With the guidance and application of the augmented reality in various schools,
the better future of education will be achieved. The integration of quantitative and
qualitative methodologies is the best ways to catch the concept of augmented reality
(Kaufmann, 2003). The collective intelligence model is emerged through the use of
collaboration of great ideas that are mixed to attain the best result as possible. The
incorporation of ideas starts from the minds of the educators that attempts to provide
quality education efficiently. All of the augmented is composed of the extensive
research inputs, expanded real-life situation and supporting data where a student can
Evaluation
There are many educational efficacies that lie on the augmented reality. Different
aspects are first identified and then measured on the efficacy for supporting the
learning. Augmented reality is first measured in terms of the technical aspect. According
to the features, the issues of its usability such as in the system and different physical or
represented in the interaction of the user and the environment, which includes the
educational orientation and feedback issues. The augmented reality is also related in
the cognitive aspect which became the part of the improvement of the student and
pedagogical aspect that concerns in the teaching approach on how to gain more
There various scopes applied in the augmented reality such as furnishing the
students understanding where the other information comes from the students (Davies,
2004). Students can capture the impression detailed in the technology they are working
are remember the techniques they learned from their experience. On the contrary, the
augmented reality also offers its downsides. The entire educational project relies on a
specific or customizes hardware that needs especial attention to keep the technology
working. The purchase and the maintenance of the hardware are costly and sometimes,
offer different features that make it more complex for the users (ELI, 2005). Many critics
raise the questions about the efficacy of the collaboration. Even if the technology is
entirely depends on the pedagogical goal and needs, many educators still believe that it
is not an ideal solution and think that augmented reality is part of a game and not for
Conclusion
deliver the quality and efficient education for the students. It has numerous advantages
and disadvantages but promises better future for the education. Together with the
combined technology, education is never been the same because it encourages the
accessibility for the students and foster teaching of the educators. To sum it all, the
augmented reality emphasizes the connection of individuals that and drive their own
Davies, T., 2004. Changing Schools of Thought: Back to the Future. Research in
2009].
ELI, 2005. Educause Learning Initiative 7 Things You Should Know About Augmented
2009].
Fletcher, G., 2004. Integrating Technology Throughout Education. THE Journal, Vol. 32,
at: http://www.ims.tuwien.ac.at/media/documents/publications/Imagina-
Villano, M., 2008. When Worlds’ Collide an Augmented Reality Check: Researchers Are
Uncover Solutions in Spaces Where the Real Mingles with the Virtual. THE
Dec 2009].