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College at Brockport

Augmented Reality Technology Used To Enhance Informal Science Learning

Abstract

dc:description.abstract

With science advancements ever-changing and an increased use of multimedia to display information to the public, science literacy and critical thinking skills are important for the public to keep up to date. Students will need to know how to interpret science information they are faced with throughout their lives to make decisions and critique scientific arguments (Squire & Mingfong, 2007). Science education reform is becoming more focused on incorporating science practices with the use of tools and processes to enhance learning. An authentic learning experience can be described as experiencing real problems and consequences in context (Rosenbaum et al., 2007). Augmented reality technology can be used to create authentic learning experiences as it allows for many unique affordances in the field such as place based learning context, personal embodiment of a role, and solving a problem modeling real life science research.This paper will examine augmented reality technology in science education and the pedagogical support behind this technique. The project is comprised of a literature review discussing the benefits and support for augmented reality games used in science education followed by the descriptions of six different augmented reality science games that were created using the online platform “Taleblazer”.

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Reidy, Erin
Advisor dc:contributor.advisor
  • Veronesi, Peter

Rights

Language dc:language.iso
en_US

Identifiers

dc:identifier.*
Handle dc:identifier.uri
http://hdl.handle.net/20.500.12648/5090
OAI identifier oai:identifier
oai:soar.suny.edu:20.500.12648/5090

Chain of custody

source
Harvested from
College at Brockport
Base URL
soar.suny.edu/oai/request/
Last updated
2026-07-27
Source record
OAI-PMH GetRecord
related terms
citation

Reidy, Erin. Augmented Reality Technology Used To Enhance Informal Science Learning. 2018. http://hdl.handle.net/20.500.12648/5090