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Utilizing iPad Technology in Schools
Transcript of Utilizing iPad Technology in Schools
Utilizing iPad Technology
How we combined them
Aurasma is an Apple and Android application, named after the company who designed it, that allows for augmented reality through a smartphone or tablet device.
It uses a trigger picture, a photo selected by the user, which the application uses as the base on which it overlays a chosen video.
Do something with legos
to identify whether the use of Aurasma improves:
when compared to traditional teaching techniques in a sixth grade classroom.
Mrs. Carroll's library suggestion
What can we use this technology for?
Fitzhugh Park Elementary School
One half of the class used an iPad with the Aurasma application featuring recorded tutorials and the other half used only the manual supplied by the Lego WeDo kits. Both groups also received teacher assistance when requested.
Superintendent and School PR - first set
Novellus and Entergy - 2nd set, next week
Statistical Analysis &
Once we're finished with our statistical analysis, we are looking for journals to submit our findings to.
The results will be produced through and
available for Project SMART, they can use this
for their own research.
“...augmented reality is the technology of adding virtual objects to real scenes through enabling the addition of missing information in real life.”
El Sayed, N. M., Zayed, H. H., & Sharawy, M. I. (2011). ARSC:
Augmented reality student card; An augmented reality solution for the education field. Computers & Education, 56(4), 1045-1061.
Comprehension of the application and Lego WeDo robot kits were tested by allowing the students to teach a fourth grade student how to use the application on the following day.
5 random students used an iPad and built a bird
5 random students used the manual and built an alligator
5 random students used the manual and built a bird
5 random students used an iPad and built an alligator
We haven't finished our
statistical analysis, but...
We asked 2 friends to help us observe and record data. What we looked for:
Usability: how many times did the app close, how many times did the students have trouble with app
Errors: how many times did the student have to replace blocks, reassemble, skip or go back steps
Likeability: were the students engaged, were they visibly frustrated, distractions, taling to peers, complaint
Efficiency: how many times did the student raise their hand, ak a peer for help, watch a peer assemble