Scarlet nc

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Online webinar presentation with North Carolina State University - Instructional Design Interest Group (IDIG)
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  • 1. Matthew RamirezSpecial Collections Using Augmented Reality toEnhance Learning and Teaching (SCARLET)IDIG, North Carolina State UniversityFriday 23rd March 2012

2. Presentation Overview Project Overview What is AR? Implementation of AR with Special Collections Evaluation Next steps 3. Project OverviewAimsUse AR to add value to the learner experience.Produce a methodology that other Special Collectionslibraries can follow, making these resources accessible forresearch, teaching and learning.Challenges and considerationsStudents must consult rare books within the controlledconditions of library study rooms.The objects are isolated from the secondary, supportingmaterials and the growing mass of related digital assets.How does the use of AR enhance Learning & Teaching?What application does AR have to the wider audience? 4. Educational Context in the UK Tuition Fees increased in most UK universities to9000 per year. Students require more demonstrative input andcontact time from academics. E-learning materials offer flexibility to supporttraditional form of study. Engaging students with innovative use oftechnologies will help universities to be seen ascutting edge. 5. Stakeholder RolesSCARLET is unique in that it has a multi-disciplinary team working to achieve aims with a focus on student learningMimasTo evaluate learning with studentsMimas John Rylands LibraryProject Management and AR Access and technical integrationtechnologywith digitised content and specialcollections.Expert knowledge of specialcollections materialsAcademicsAward winning academics fromHumanities faculty to develop anddeliver content 6. Team SCARLETContent Placeholder 3 7. Introduction to AR Augmented Reality (AR) is a term for superimposingcomputer graphics over a live view of the real world Can be delivered on a desktop, television, mobiledevice etc.Picture 2 8. Examples of AR In televised sporting events real-time analyticalinformation is displayed offering insight into aplayer, time left, league tables etc. 9. AR Student Benefits Combining the magic of seeing and handlingprimary sources with leading-edge technology tosupport research-led teaching. Surround objects with interpretative andcontextual material. Bridging the gap between tutor-mediatedseminars and independent learning. Using blended learning methodology. Users retain information when actively involved ina learning experience. 10. Mobile Usage Morgan Stanley forecast that by 2014 mobileinternet usage will overtake user access throughtraditional desktop means. The way children use media through the day isalso changing suggesting a push-button, on-demand culture, which is moving away fromscheduled television programmes. Childwisesurvey, children 7-16 11. SCARLET Content 12. Bringing Special Collections to life using AR 13. GLUE-ing information to images 14. Storyboarding Phase 1 development The GLUE object or visual reference should be keptwith the Edition, in this case Dantes Landino but canalso be copied for student to take away. User journey should be self contained to browser app.GLUE ObjectLanding page Webpage 15. Content AcquisitionLanding PageTitleShort DescriptionAudio (Optional)Video Walkthrough (Optional)Email (Optional)Web pageLinks to associated resourcesShort piece of text to accompany linksImages (Optional)RSS Feeds - Twitter, blog, news etc. (Optional)Learning/Research Activities 16. Overview Phase 1 workflow GLUE Object Landing page Webpage 17. Student Learning Materials 18. Initial Evaluation objectives How effective was the SCARLET application inenhancing the student experience. How can feedback be used to inform the nextdevelopment phase? Does AR add value to students study and assistwith learning outcomes? Is AR more appropriate/beneficial for specificstudent demographics? 19. User Journey http://teamscarlet.files.wordpress.com/2011/09/userjourney.png 20. User Journey videohttp://youtu.be/UzI1dtSQ7ac 21. Feedback - Positive Technology was easy to use. Provided a central reference to library systemsand external resources. Beneficial for initial planning of essays and basicknowledge acquisition. Video introductions related to specific objectswere most valuable asset in the delivery. Makes learning fun Enjoyed using the iPads working with peers. 22. Feedback - Negative Resources were already available online(Blackboard) Students felt divorced from physical object; linkingto web app diluted the experience Activity was prescribed and not aligned with someusers research methods consulting physicalsecondary texts. 23. Feedback Lessons Learned Use of AR should be more contextual and linkedto the object. Best used in short byte size learning chunks Must deliver unique learning values different fromonline support (e.g.VLE). User should become less conscious of thetechnology and more engaged with the text. Users learn in different ways and AR may not beappropriate to all students. Evaluation needed from other user groups andcourse areas. 24. Next Steps 25. Next Steps Develop materials overlaid on the physicalresource for other courses (Milton, AncientEgyptian papyri). Work with library to promote public engagement. Investigate funding opportunities in other subjectareas (e.g. Medical) and services (Landmap visual spatial representations). Disseminate tool kit at project end. 26. Other subject applications 27. Project Communication Project blog at http://teamscarlet.wordpress.com/where all members of project contribute on all aspects(academic, technology, pedagogy, special collections. Twitter @team_scarlet Email: [email protected] Upcoming US Presentations CNI Meeting 02/04/12 Baltimore Electronic Resources and Libraries 02/04/12 - Austin Publications CILIP Update magazine (February 2012) SCONUL Focus (February 2012) 28. Questions?

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