Skip to main content
Log in

Design Principles for Augmented Reality Learning

  • Original Paper
  • Published:
TechTrends Aims and scope Submit manuscript

Abstract

Augmented reality is an emerging technology that utilizes mobile, context-aware devices (e.g., smartphones, tablets) that enable participants to interact with digital information embedded within the physical environment. This overview of design principles focuses on specific strategies that instructional designers can use to develop AR learning experiences. A review of the literature reveals the following three design principles as instructive: 1. Enable and then challenge (challenge): 2. Drive by gamified story (fantasy); and 3. See the unseen (curiosity). These design principles can also be viewed as an attempt to either leverage the unique affor- dances of AR or minimize the limitations of the medium as reported in the literature (Dunleavy & Dede, 2014). As the field matures and more research teams explore the potential of AR to enhance teaching and learning, it will be critical to determine the design techniques that optimize the unique affordances of AR, minimize the limitations of the medium, and ultimately enhance learning across the curriculum.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Similar content being viewed by others

References

  • Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE Computer Graphics and Applications. 21 (6), 3447. Computer Society Press Los Alamitos, CA, USA

    Article  Google Scholar 

  • Dede, C. (2009). Immersive interfaces for engagement and learning. Science 323(5910), 66–69. doi: 10.1126/science.1167311

    Article  Google Scholar 

  • Dunleavy, M., Dede, C., & Mitchell, R. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology, 18 (1), 7–22

    Article  Google Scholar 

  • Dunleavy, M. (2010). Persistent Design Challenges: Augmenting Reality for Learning with Wireless Mobile Devices. Invitation Symposia at Society for Information Technology and Teacher Education (SITE). San Diego, CA.

  • Dunleavy, M. & Simmons, B. (2011). Assessing learning and identity in augmented reality science games. In L. Annetta & S. Bronack (Eds.), Serious educational games assessment (pp. 221–240). Rotterdam, The Netherlands: Sense Publishers.

    Chapter  Google Scholar 

  • Dunleavy, M. (2013). [Augmented reality design]. Unpublished raw data.

  • Dunleavy, M., & Dede, C. (2014). Augmented reality teaching and learning. In M.J. Bishop & J. Elen (Eds.), Handbook of Research on Educational Communications and Technology (4th ed., Volume 2), pp. 735–745. New York: Macmillan.

  • Facer, K., Joiner, R., Stanton, D., Reid, J., Hull, R., & Kirk, D. (2004). Savannah: mobile gaming and learning? Journal of Computer Assisted Learning, 20, 399–409.

    Article  Google Scholar 

  • Johnson, L., Smith, R., Willis, H., Levine, A., & Haywood, K., (2011). The 2011 Horizon Report. Austin, Texas: The New Media Consortium.

    Google Scholar 

  • Kamarainen, A. M., Metcalf, S., Grotzer, T., Brown, A., Mazzuca, D., Tutwiler M.S. & Dede, C., (2013) Eco- MOBILE: Integrating augmented reality and probe- ware with environmental education field trips, Computers & Education.

  • Klopfer, E., Squire K. & Jenkins H. (2002). Environmental Detectives PDAs as a Window into a Virtual Simulated World. International Workshop on Wireless and Mobile Technologies in Education.

  • Klopfer, E. & Squire, K. (2008). Environmental Detectives - the development of an augmented reality platform for environmental simulations. Educational Technology Research and Development, 56 (2), 203–228.

    Article  Google Scholar 

  • Klopfer, E. & Sheldon, J. (2010), Augmenting your own reality: Student authoring of science-based augmented reality games. New Directions for Youth Development, 128 (Winter), 85–94.

    Article  Google Scholar 

  • Malone, T W (1981). Toward a theory of intrinsically motivating instruction.Cognitive science, 5(4), 333–369.

    Article  Google Scholar 

  • O’Shea, P, Mitchell, R., Johnston, C., & Dede, C. (2009). Lessons learned about designing augmented realities. International Journal of Gaming and Computer-Mediated Simulations. 1 (1), 1–15.

    Article  Google Scholar 

  • Palincsar, A. S. (1998). Social constructivist perspectives on teaching and learning. Annual Review of Psychology, 49, 345–375.

    Article  Google Scholar 

  • Perry, J., Klopfer, E., Norton, M., Sutch, D., Sandford, R., Facer, K. (2008). AR gone wild: two approaches to using augmented reality learning games in Zoos. Proceedings of the 8th international conference on International conference for the learning sciences, The Netherlands, 322329.

  • Schell, J. (2008). The Art of Game Design: A book of lenses. Taylor & Francis US.

    Google Scholar 

  • Spelman, H., & Hunnewell, J. F. (1872). Relation of Virginia. JF Hunnewell.

  • Squire, K. (2010). From Information to Experience: Place- Based Augmented Reality Games as a Model for Learning in a Globally Networked Society. Teachers College Record, 112 (10), pp. 2565–2602.

    Google Scholar 

  • Squire, K.D., Jan, M., Matthews, J., Wagler, M., Martin, J., Devane, B. & Holden, C. (2007). Wherever you go, there you are: The design of local games for learning. In B. Sheldon & D. Wiley (Eds). The design and use of simulation computer games in education, (pp. 265–296). Rotterdam, Netherlands: Sense Publishing.

    Google Scholar 

  • Woodard, Buck. (2005). Appendix A: Natives in the landscape: Images and documents of seventeenth century Virginia Indians in A Study of Virginia Indians and Jamestown: The First Century. Prepared for the Colonial National Historical Park. National Park Service: Williamsburg.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Rights and permissions

Reprints and permissions

About this article

Cite this article

Dunleavy, M. Design Principles for Augmented Reality Learning. TECHTRENDS TECH TRENDS 58, 28–34 (2014). https://doi.org/10.1007/s11528-013-0717-2

Download citation

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s11528-013-0717-2

Keywords

Navigation