A Systematic Review on Augmented Reality Applications in Informal Learning Environments

A Systematic Review on Augmented Reality Applications in Informal Learning Environments

Dimitrios Markouzis, Aikaterini Baziakou, Georgios Fesakis, Angelique Dimitracopoulou
Copyright: © 2022 |Pages: 17
DOI: 10.4018/ijmbl.315020
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Abstract

In recent years more and more people use their mobile phones daily for work or entertainment. The increasing use of mobile devices has led researchers to seek new ways of learning with their support, beyond the confines of formal education. The increasing computing power of mobile devices has contributed to the emergence of new, rapidly evolving technologies, with augmented reality (AR) applications being at the forefront of these developments. This article provides a literature review of AR applications for mobile devices related to informal education. It analyses their structural elements to examine if they exploit powerful features such as collaboration and content modification, as well as storytelling potentials. The findings show that most of these applications use those learning affordances only to a very limited extent, as they are mainly designed for individual usage, do not allow user-originated contribution to the digital material, and do not incorporate elements of any storytelling model.
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Background

Learning is the process by which a person cultivates their skills, knowledge, understanding, values, perspectives, feelings, and critical thinking abilities (Livingstone, 2001), and it is distinguished into formal, non-formal, and informal learning.

The present research examines learning in informal learning environments, i.e., learning that is not organized and systematic but is, instead, flexible, unstructured, and spontaneous, has an individualized rhythm, and takes place throughout a person's life and through everyday experiences (Hein, 2002). According to Livingstone (2001), informal learning is any activity aimed at the acquisition of knowledge and understanding that arises without the presence of a required curriculum. It can occur in any context, above and beyond that of educational institutions, in cultural institutions such as museums and historical sites, as well as in other points of interest such as parks, lakes, etc. Informal learning environments produce new profiles of learners with broad and sophisticated cognitive skills (Greenfield, 2009). The basic terms of informal learning (e.g., objectives, content, means, duration) are determined by the individuals and groups who choose to participate in it (Livingstone, 2001). The use of technology and, more specifically, the use of AR helps to enhance informal learning.

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