A Case Study Visualizing Coulomb Force With Ar
A Case Study Visualizing Coulomb Force With Ar
A Case Study Visualizing Coulomb Force With Ar
Abstract
In this work, we describe an educational approach based on augmented reality (AR)
and mobile technology that has been developed with the aim to engage students in a
learning procedure regarding the electric forces as well as Coulomb’s Law. Initially,
we present the AR learning environment and we explain its design principles with
respect to the educational goals we aim to accomplish. The idea behind the present
approach has been to present students with a novel learning environment that aligns
well with their familiarization with mobile technology and the pleasure they take in
making use of this technology, in order to stimulate their intrinsic motivation and
learning performance. In addition, we demonstrate the early results of a classroom
study performed in order to estimate students’ reaction to the AR approach and get
an indication of their motivation levels and ease of use, with respect to the AR tool.
Based on the study results, we conclude that students have demonstrated positive
attitudes toward the AR learning approach and we claim that mobile AR may be
incorporated for educational purposes in physics curricula.
Keywords
learning environments, augmented reality, physics learning, Coulomb force,
visualizing electric forces
1
Faculty of Communication and Media Studies, National and Kapodistrian University of Athens, Greece
Corresponding Author:
Dimitris Gouscos, Department of Communication and Media Studies, National and Kapodistrian
University of Athens, Sofokleous 1 & Aristidou Str., GR-10559 Athens, Greece.
Email: [email protected]
2 Journal of Educational Computing Research 0(0)
Introduction
This study involves the design and implementation of an augmented reality (AR)
learning environment to teach electric forces to third-grade secondary school
students (14–15 years of age).
Evidently, electric forces as the result of electric interactions between charges
are not directly observable in the real world. To this respect, one can perceive the
learners’ difficulties in conceiving the underlying concepts of this process, let
alone observe and study Coulomb’s law, the formula that describes their
relation.
Regarding everyday school education, students often demonstrate little
enthusiasm toward traditional, lecture-oriented teaching schemas (Prensky,
2001). In addition, school practices do not always seem to keep up with the
ways modern children like to learn new things and communicate new ideas and
knowledge among them (Oblinger, 2004).
Recently, educational practices seem to be shifting toward mobile and AR
systems. AR technology is increasing rapidly and several AR learning applica-
tions have been developed to promote knowledge in many fields (Dunleavy &
Simmons, 2011; Wu, Lee, Chang, & Liang, 2013). For science education in
particular, AR’s intrinsic feature of enabling ubiquitous interaction with digital
information superimposed on physical objects seems to render this technology
appropriate for enabling the conceptualization of the unseen concepts that com-
pose the world of science (Cai, Chiang, & Wang, 2013; Cai, Wang, & Chiang,
2014; Enyedy, Danish, Delacruz, & Kumar, 2012; Kamarainen et al., 2013;
Kerawalla, Luckin, Seljeflot, & Woolard, 2006; Tomara & Gouscos, 2014).
In addition, AR technology that exploits the features of mobile technology
introduces a new potential for in situ learning without the need for special
equipment (Dunleavy & Dede, 2014; Teemu, 2018). Yet, given the limited pene-
tration of mobile devices in public schools for learning purposes, in combination
with the fact that AR technology has not been widely known until recently, there
is still a lot to discover regarding these technologies’ potential to support science
learning, particularly inside school premises.
Related Work
Recent studies suggest that it could be beneficial to integrate AR into science
learning in classroom settings. Cai, Chiang, and Wang (2013) conducted a case
study based on a convex lens image-forming experiment in two learning envir-
onments, one AR-based and another based on traditional teaching. The
researchers developed a convex lens image-forming AR experiment, transmitted
as video over the Internet on a projection screen in the classroom. Two groups of
eighth graders took part in the experiment. The research findings indicated that
most students displayed positive attitudes toward using AR to learn in physics
Tomara and Gouscos 3
courses. According to the project’s outcomes, most students like to make inqui-
ries and try new activities, including doing experiments by themselves. Among
other findings, the researchers observed that students preferred learning physics
with AR tools, since the AR instructional applications were reported to be
motivating, engaging and helped students memorize the results of the conducted
experiments.
The ‘‘Table-Mystery’’ game (Boletsis & McCallum, 2013), developed for the
Science Centre in Oppland county, Norway (Vitensenteret Innlandet), utilized
AR in an effort to provide an exciting and engaging educational experience
related to chemistry, specifically to the elements of the periodic table.
According to the researchers, the long-term project’s purpose was to examine
the effect of AR on providing engaging and exciting, short-term educational
experiences. For the development of the AR learning game, the elements on a
large print out of the periodic table served as the AR scanning targets. IPad
minis were given to each student team, as well as a chemistry book and a note-
book. The teams also had access to a PC to search for chemistry-related answers.
The game has been played and reviewed by both experts and students, and
according to the researchers, the survey suggested that AR can potentially
create an engaging and enjoyable educational environment.
A year later, Ibáñez, Di Serio, Villarán, and Delgado Kloos (2014) have
developed an AR learning application, in order to evaluate its effectiveness on
high school students’ level of enjoyment and learning outcomes, regarding the
basic principles of electromagnetism. During the approach, the students worked
individually, using tablets to interact with three-dimensional (3D) shapes that
represented the AR circuit elements of the learning environment. The research-
ers compared the outcomes of the AR-based application with those of a web-
based application. The results of the study suggested that AR can be exploited as
an effective learning environment for learning the basic principles of electromag-
netism at high school level.
We believe that our work contributes to the current literature, given the fact
that there is little experience in the use of mobile AR for science learning in
classroom settings by means of simple, inexpensive, and locally available
equipment.
Method
The experimental design and testing process of the AR learning experience was
conducted in three stages, described as follows.
Ultimately, the learning objectives of the approach have been identified based
on the Greek curriculum. To this end, the AR model has been designed to help
students
are allowed to better focus on the words that constitute the verbal representation
of the respective physics concepts (i.e., electric charge, force, and distance) as
well as on the symbols commonly used to symbolize these concepts. This is par-
ticularly important, since the present AR environment is targeted to third-grade
students, who need to clarify such fundamental elements in physics knowledge
prior to being introduced to more complex concepts and mathematic formulas
as they move on to higher grades. The aforementioned choice has been further
encouraged by restrictions introduced due to the limited screen size of mobile
devices.
In their work, McKittrick, Mulhall, and Gunstone (1999) suggest that
instructors may directly guide students to focus on activities and observations,
in an effort to raise conceptual understanding before introducing the mathem-
atical representations of the observed phenomena. In this spirit, we chose not to
integrate Coulomb’s Law, the formula that ultimately describes the magnitude
of the electric force, in the AR environment interface. Instead, we have made an
effort to guide students through building the respective formula step-by-step, by
following instructions on the worksheets.
Figure 1. Augmented charges and forces in the case of opposite charges of different size
(Q1 ¼ 10 mC, Q2 ¼ 20 mC).
Figure 2. Augmented charges and forces in the case of like charges of different size
(Q1 ¼ 10 mC, Q2 ¼ 20 mC).
a simple graphical menu allows the user to experiment with the electric forces
between the augmented charges in terms of (a) charge size and (b) charge type.
The students can enter various numeric values for the charges’ size in the cor-
responding fields provided by the AR interface (see Figure 3); this action is
followed by a respective visual change in the size of the augmented charges
and allows students to observe the subsequent changes in the forces’ magnitude.
8 Journal of Educational Computing Research 0(0)
Figure 3. The AR interface that allows the learner to experiment with different charge
values.
In a similar manner, the students can experiment by changing the charges’ type
to observe the change in the forces’ direction.
From a technical perspective, the application deploys the vision-based AR
(Azuma, 1997; Uematsu & Saito, 2008) that is used for image recognition and
provides the users with augmented data only after they point their device onto a
specific physical object. The application has been programmed in CSharp and it
has been built to run on android mobile platforms (smartphones and tablets)
with minimum API level 18 (Android 4.3 ‘‘Jellybean’’). Unity 3D 5.4.03 has been
used as the development platform since it offered many relevant development
tools including the Unity 3D plugin for AR development.
Results
Participants and Procedure
So far, a single intervention of four 45-minute sessions has been conducted. The
approach has been implemented in a Greek secondary school with one group of
13 third-grade 14- to 15-year-old students. Students were divided into three
groups of three and one group of four, based on friendship patterns. The experi-
ment was conducted in the school class (see Figure 4). Students had received
10 Journal of Educational Computing Research 0(0)
Item Dimension
Student Feedback
Based on the results of the RIMMS questionnaire, a scale reliability test was
conducted to evaluate the RIMMS test’s consistency. The overall reliability of
12 Journal of Educational Computing Research 0(0)
Attention .94
Relevance .92
Confidence .94
Satisfaction .75
Total .97
Note. RIMMS ¼ Reduced Instructional Materials Motivation
Survey.
The results of the survey (see Table 6) indicate that students found it quite
straightforward to handle the AR application. In particular, students encoun-
tered almost no difficulty in using the mobile devices during the approach
(M ¼ 4.67). They manipulated rather smoothly both the augmented targets
(M ¼ 4.58) and the application menus (M ¼ 4.25), distinguishing with relative
ease between real-world objects and augmented data (M ¼ 4.08) and decoding
digital data overlaid on augmented targets with minor effort (M ¼ 4.17). In
addition, they cooperated rather effortlessly with their fellow students
(M ¼ 4.25). Finally, they encountered a certain difficulty with respect to entering
or modifying numeric variables (M ¼ 3.75), such as charge values. On the other
hand, students appeared to have experienced high levels of enjoyment in terms
of using the mobile devices (M ¼ 4.75) and cooperating with fellow students
(M ¼ 4.17). In addition, they were rather pleased with the manipulation of the
augmented targets (M ¼ 4.00) and the application menus (M ¼ 4.00).
14 Journal of Educational Computing Research 0(0)
Discussion
Regarding the students’ reaction to the AR learning approach, we can claim that
they responded with enthusiasm, followed instructions easily, and seemed very
comfortable with the use of mobile devices as a learning tool. They adapted
quickly to the novel conditions and followed instructions without being disori-
ented neither by the use of the mobile device nor by the target manipulation.
Based on both observation of the students in the process of using the AR
environment and post examination of the worksheets they followed, it appeared
that students encountered little or no difficulty in perceiving the visual represen-
tation of forces by augmented arrows of variable size on top of the augmented
charges. We believe that this fact facilitated students’ understanding of the quali-
tative relation of the forces’ size to the charges’ values and distance.
Yet, the measurable dependence of the aforementioned quantities based on
the numeric data on the screen of the AR interface appeared to be less straight-
forward; although students seemed to perceive the qualitative dependence of
forces from the charges’ size based on the visual representation of forces by
arrows of variable size, they demonstrated difficulties in exploiting the relevant
numeric data on the screen to draw conclusions. This last observation could be
possibly attributed to the fact that students tended to pay more attention to the
graphical evolution of augmented elements rather than to numeric values on
the screen of the device. To this end, we believe that attention is required during
the design of similar approaches regarding the integration of arithmetic data
to the AR application interface.
Overall, the outcomes of the intervention were very encouraging, which we
believe fortifies the argument that AR and mobile technology may be leveraged
for educational purposes in physics curricula, in order to synchronize with
modern students’ interests and ways of learning and communicating. This
type of AR learning experiences, requiring no special equipment or physical
transfer of students, may be easily incorporated into physics curricula in order
to strengthen students’ stable and consistent understanding of physics concepts.
We believe that such approaches would allow students to enhance their physics
learning with suitable AR learning environments by means of short-duration
AR experimenting on a daily basis and in a time-saving manner. In such ways,
we may eventually be able to offer students more interesting, enjoyable and thus
more effective learning experiences.
Future work is required in order to further evaluate the parameters that
potentially affect the AR approach as well as to assess its learning outcomes.
Regarding our future aims, we wish to further investigate the potential learning
benefits of the AR approach. In addition, we wish to expand the AR approach
to other instruction units of physics with the aim to confront conceptual barriers
and alternative conceptions in students’ thinking regarding key concepts in phys-
ics learning, such as velocity and force.
Tomara and Gouscos 15
Funding
The authors received no financial support for the research, authorship, and/or publication
of this article.
ORCID iD
Marina Tomara https://orcid.org/0000-0002-6470-8943
Dimitris Gouscos https://orcid.org/0000-0001-9252-8686
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Tomara and Gouscos 17
Author Biographies
Marina Tomara is a PhD candidate in the Department of Communication and
Media Studies at the National and Kapodistrian University of Athens, Greece.
Her doctoral research investigates the potential of AR technology for helping
students develop deep understanding of key concepts in physics. She is also a
science teacher in Greek secondary education. She received her BSc in Physics
from the University of Patras, Greece. She holds an MSc in Electronics and
Radio electronics and an MA in Information and Communication Technologies
for Education, both from the National and Kapodistrian University of Athens,
Greece. Her research interests include game-based learning, mobile learning,
simulations for science teaching, and the use of microcontrollers in science
education.