ARLectio: An Augmented Reality Platform to Support Teachers in
Producing Educational Resources
Mariella Farella, Marco Arrigo, Davide Taibi
a
, Giovanni Todaro, Giuseppe Chiazzese
b
and Giovanni Fulantelli
c
National Research Council of Italy, Institute for Education Technology, Via Ugo La Malfa 153, Palermo, Italy
Keywords: Augmented Reality, Education, Steam, Learning Model, Mobile Learning.
Abstract: In this article we present a learning platform named ‘ARLectio’ based on Augmented Reality (AR) technology
that aims at supporting teachers in promoting AR experience at school. The ARLectio platform has been
developed in the framework of the FabLab SchoolNet project, funded by the European Commission under
the Erasmus+ programme. With the use of Augmented Reality, Educational robotics and 3D printing, the
objective of the project is to develop a new learning model based on the design and implementation of
"objects" that can promote creativity and innovation, communication, collaboration, critical thinking and
computational thinking skills in students.
1 INTRODUCTION
Recent technological developments make modern
technologies such as Augmented Reality, Educational
Robotics and 3D printers particularly appealing for
school contexts, and easily integrated into teaching
activities. A common feature of these technologies is
their ability to activate learning-by-making
experiences based on the constructivist paradigm and
focused on the design and creation of tangible and
sharable "objects", where students become active
promoters of knowledge (Ferguson et al., 2019).
In this paper we introduce ARLectio, an
Augmented Reality educational platform designed to
support teachers and students in the production and
consuming of AR educational resources.
The ARLectio platform has been developed in the
framework of the FabLab SchoolNet project, funded
by the European Commission under the Erasmus+
programme. The objectives and structure of the
project will be described in the next section, together
with a review on the advances in AR research mainly
focusing on educational settings. In section 3, we will
introduce related work on AR tools specifically
designed for teachers and students in school settings,
a
https://orcid.org/0000-0002-0785-6771
b
https://orcid.org/0000-0002-0228-6204
c
https://orcid.org/0000-0002-4098-8311
and highlight the innovative features introduced with
the ARLectio platform. In section 4, after a brief
presentation of the actions we have carried out within
the FabLab SchoolNet project to support teachers to
implement AR at school, we will describe the
ARLectio tool in details. Finally, some conclusions
are drawn.
2 THE FabLab SchoolNet
PROJECT AND AR IN
EDUCATIONAL SETTINGS
The FabLab SchoolNet project is the result of a strong
transnational initiative and multidisciplinary
experience of partners from five European countries:
Lithuania, Italy, Greece, Bulgaria and Romania. The
consortium is built on a strategic collaboration
between research institutions (National Research
Council, Institute for Educational Technologies,
Palermo, Italy), universities (University "Dunarea de
Jos" University of Galati, Romania), secondary
schools (Siauliu Didzdvario gimnazija, Siauliu,
Lithuania; 2 EPAL TRIKALON of Trikala, Greece;
Varnenska morska gimnazia "Sv. Nikolai
Farella, M., Arrigo, M., Taibi, D., Todaro, G., Chiazzese, G. and Fulantelli, G.
ARLectio: An Augmented Reality Platform to Support Teachers in Producing Educational Resources.
DOI: 10.5220/0009579104690475
In Proceedings of the 12th International Conference on Computer Supported Education (CSEDU 2020) - Volume 2, pages 469-475
ISBN: 978-989-758-417-6
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
469
Chudotvorec" Varna, Bulgaria) and SMEs (FabLab
Palermo, Italy). The transnational approach allows
participants to deal with different cultures, thinking
and producing new ideas in a global market context.
The FabLab SchoolNet project intercepts an
Erasmus+ horizontal priority and two sectorial
priorities in the school education field. The horizontal
priority is related to the promotion of innovative and
open practices in the digital era through:
a) the learning materials that will be developed in
the project, available in open format,
b) the development of innovative approaches to
education, aimed at promoting effective use of the
technologies adopted in the project.
Amongst the sectoral priorities, the project
focuses on the problem of early school leaving (ESL)
and the promotion of the acquisition of new skills,
introducing a STEAM-based (Science, Technology,
Engineering, the Arts and Mathematics) approach to
teaching. The project aims to develop and implement
a training program based on three modules addressing
the latest modern technologies and tools: educational
robotics, 3D printing and mobile technologies using
augmented reality (AR) applications. The modules
will be enriched with elements in the field of
Entrepreneurship Education, encouraging
participants (teachers, students, etc.) to develop new
ways of thinking and act dynamically in a global
market economy. In addition, the training program
includes a specific module on the integrated use of the
three technologies. The training program will be
finalized with various contests aimed at encouraging
participants to approach the real business
environment and acquire the ability to think and
develop models and ideas closely related to the real
market.
In education, Augmented Reality is one of the
emerging technologies, which has expanded in recent
years. The concept of Augmented Reality (AR) dates
back to the 1960s, when Ivan Sutherland developed
the first head-mounted display system (Sutherland,
1965), and is based on improving user’s perception
and interaction with the real world. As described by
Azuma (1997), Augmented Reality is a technology
that combines the real world and virtual images and
provides for simultaneous interaction between them.
Through Augmented Reality, users can add virtual
elements (textual information, images, videos or 3D
elements) to the surrounding environment by
displaying them in real time through the camera of the
device used, whether it is a mobile device, or a viewer
specifically designed for A.R. In recent years, various
studies (Sayed, Zayed, & Sharawy, 2011; Wu, Lee,
Chang, & Liang, 2013) have demonstrated the
potential of Augmented Reality in strengthening
students' motivation and making learning a more
engaging, stimulating and dynamic activity. In
addition, it can stimulate creativity, collaborative
skills and critical thinking in students.
AR applications can be found across many areas
of education, such as medicine, mathematics,
geometry, biology, history and further educational
fields. Salinas and González-Mendívil (2017)
integrate AR technology in mathematics education to
support the students to understand solids of revolution
and to improve spatial visualization skills. The
mobile system enables the interaction with the solids
of revolution making them tangible to the students,
and it promotes peer collaboration making students
work in pairs. In language learning, this technology
can be used to support the students on reading
comprehension and learning permanency (Godwin-
Jones, 2016). In fact, Bursali and Yilmaz (2019) show
that, by using augmented reality applications,
students perform better when compared to students
who read with traditional methods. In anatomy, Argo
et al. (2019) have developed an AR system that
allows the study of human organs in a simple way,
through the printing of a 3D model of a scanned organ
and a mobile device that visualizes all the information
related to the composition of the organ under
examination, simply by framing it with the camera. In
physics, AR can be used to demonstrate various
properties of kinematics, dynamically evaluating an
object that varies its speed and acceleration over time
(Lee, 2012); besides, it can be used to scan a picture-
marker and visualize a video of lecturer
demonstrating a laboratory installation, its basic
components and commenting on the experiment
procedure (Hruntova, Yechkalo, Striuk, & Pikilnyak,
2018). In history education Raghaw, Paulose and
Goswami (2018) have developed an AR system with
the intention to support students and helps the
community of tutors to make the class activities more
appealing; their proposal is based on videos related to
the historic lesson which are displayed on the mobile
devices when a the target image is scanned. .
Although the use of these technologies is rapidly
increasing and their usefulness in education has been
widely proved, not all schools are inclined to use
them. The main problems encountered by schools are
the lack of technological tools (both hardware and
software) and the lack of skills to use them, often
related to teachers’ resistance to adopting new
educational technologies. These difficulties are
amplified by specific factors; amongst the others:
the cost of AR devices
low usability of applications
CSEDU 2020 - 12th International Conference on Computer Supported Education
470
poor quality of available content and use
cases
lack of awareness of the benefits of
augmented reality in education.
Moreover, the hardware features of most of the
portable devices limit the use of this technology. In
fact, the use of AR applications on mobile devices
requires high computing power, sensors, cameras,
accelerometer, gyroscope, digital compass, GPS.
The FabLab SchoolNet project aims to provide a
solution to these problems through the
implementation of innovative aspects:
a syllabus about augmented reality,
educational robotics and 3d printing for
teachers
a learning repository of educational resources
on the use of these technologies in
educational field
a new tool, named ARLectio, to easily create
AR experiences at school.
3 RELATED WORK ON AR
TOOLS IN EDUCATION
There are several Augmented Reality applications for
teaching both for iOS and Android platforms. HP
Reveal (also known as Aurasma), until recently was
the most used and popular. It allowed teachers or
students to create or view AR experiences that
blended the physical and virtual worlds using a
mobile device's camera. This application was very
useful in education (Marcel, 2019) because it was
very easy to use and enabled the creation of
augmented contents, called Aura. It could be used, for
example, for the effective acquisition of geographical
knowledge in high schools (Bondarenko,
Pakhomova, & Zaselskiy, 2019), to provide
information to hearing impaired students wishing to
study Information Technology (Luangrungruang &
Kokaew, 2018), or to acquiring and retaining
mathematical knowledge in an informal learning
environment (Sommerauer & Müller, 2014).
According to the application portal, the HP Reveal
tool is no longer supported. Another example of AR
application in educational field is Google Expedition.
It is an immersive learning and teaching tool that lets
users go on VR trips or explore AR objects. Google
Expedition can enhance students' motivation to learn
and is particularly useful in STEM education
(Shapovalov, Bilyk, Atamas, & Shapovalov, 2018).
GeoGebra Augmented Reality is an educational
software that allows to place math objects on any
surface detected. In this application there are several
examples of 3D math objects that students can
analyze and use and, moreover, they can model new
objects (Lavicza, 2019). The Smartify application can
be used in museums and art galleries. It is an AR
application that allows users to scan artworks in order
not only to identify them but also to access instant art
commentary on own mobile device. In fact, this
system uses augmented reality and artificial
intelligence to help improve the wearer's experience
each time s/he visits the museum (Armfield, Hill Duin
& Pedersen, 2018). Curiscope is an AR application
designed for the study of human body; it allows to
scan a marker printed in a special t-shirt and see the
circulatory system, skeleton, muscles, and internal
organs (Fuchsova, Adamková, & Pirhacova
Lapsanska, 2019). Finally, a last example of
augmented reality is CoSpaces Edu. With this
application user can build their own 3D creations,
animate them with code and explore them in virtual
or augmented reality (Han, 2018). The main goal of
CoSpaces is to improve the critical thinking, the
collaboration, the creativity, the communication and
the digital literacy of the students.
This brief introduction on the state of the art of
tools to produce educational content using
Augmented Reality has highlighted the lack of
interesting, simple and fairly complete solutions
suitable for our needs. Consequently, we have
designed ARLectio, a tool that enables teachers to
easily create and exploit AR educational contents;
ARLectio will be usable on most of the mobile
devices and will be freely available for all teachers
interested in using AR solutions with their class. The
ARLectio tool will be described in the next section.
4 SUPPORTING TEACHERS TO
IMPLEMENT AR AT SCHOOL
Within the framework of the FabLabSchoolNet
project several actions have been carried out in order
to support the introduction of the Augmented Reality
learning topic in secondary school contexts.
In particular, these actions are logically organized
into the following phases:
Defining a Learning Model
Designing the evaluation strategy
Developing a learning objects repository
Designing the learning tools
ARLectio: An Augmented Reality Platform to Support Teachers in Producing Educational Resources
471
4.1 The Learning Model
The methodological approach for teaching with
innovative technologies adopted in the project is
based on the learning by making paradigm.
Specifically, a teaching methodology has been
defined with the aim of:
supporting teachers in identifying the most
relevant activities that can be implemented
with the use of mobile devices, robotics and
3D technologies, to stimulate students’
creativity;
guiding teachers in supporting learners during
all learning phases.
Moreover, in this phase the most appropriate tools
that can sustain the methodological approach have
also been identified.
The activities carried out during this phase of the
project will produce a teacher book including
guidelines to promote learning strategies based on the
technologies of FabLab Schoolnet.
4.2 The Evaluation Strategy
The second phase of the project consists in the design
of an assessment strategy aimed at evaluating the
learning model.
To this aim, a questionnaire related to the initial
students’ skills and competences in FabLab
SchoolNet technologies has been produced.
Specifically, it includes items to assess: the
familiarity of students with the general topics; their
knowledge of related technical terms such as
modelling, design, rapid prototyping; their attitude
towards business opportunities in applying the
FabLab SchoolNet technologies in real contexts. This
data has been gathered at the beginning and at the end
of the project activities, and the questionnaire will be
re-administered also and at the end of the activities
(pre- and post- tests), in order to measure the
knowledge acquired during the training programme.
This represents an important strategy to measure the
quality of the project and its impact on teachers and
students.
A TAM (Technology Acceptance Model)
questionnaire will be also submitted to the students.
TAM is considered a valid and robust model that can
be used to explain potential users’ intention to adopt
a technological artifact (Almenara, Andez-Batanero,
& Osuna, 2019). In the framework of the project, the
TAM questionnaire will be used to predict teachers’
and students’ behavior with the project technologies
as
a function of their intention and attitude to use
Figure 1: Educational resources list.
them. In particular, the TAM questionnaire will be
used to measure the following dimensions:
Perceived usefulness
Perceived ease of use
Perceived enjoyment
Intention to use
Personal innovativeness
On January 2020 a pilot has been started in the
schools of the partnership, using the three
technologies during STEAM lessons. At the end of
the pilot, a report on the results of the evaluation
phase will be elaborated and published, in order to
inform the scientific community.
4.3 The Learning Objects Repository
A learning objects repository is designed to store,
organize and share all the learning modules and
materials developed during the project activities.
An initial set of learning modules that leverages
mobile, robotics and 3D technologies has been
created.
On this platform the output created by students
during the pilot course in Greece and the cascading
courses in Lithuania and Bulgaria will be collected
and shared.
The learning materials collected into the
repository will be described through metadata to
improve their searchability; furthermore, a rating
system will be implemented to activate an internal
quality assurance mechanism.
Materials and courses will be released as Open
Educational Resources.
CSEDU 2020 - 12th International Conference on Computer Supported Education
472
Figure 2: Create a new AR educational resource.
4.4 The Learning Tools – The
ARLectio Platform
As introduced above, a tool for the creation and
exploitation of AR educational content has been
designed and developed. The main aim of this tool is
to provide an easier way to produce and consume AR
educational resources. Moreover, the idea is to
provide a simple user interface to facilitate the human
interaction with the mobile system. This system
allows users to implement AR education contents on
most media channels (images, video, text and 3D
model). ARLectio is composed of a server part, a web
application addressed to teachers, for the creation of
educational contents implementing by AR
technology, and a client-side mobile App, for
students, to consume the AR educational resources.
By accessing the web application each teacher can
provide a list of students to be involved and can create
the AR educational resources. Teacher can create,
edit delete and organize the resources by managing
these main fields: subject, title, description, marker
(photos, picture or QRCode), augmentation type
(text, image, video, 3D model), augmentation,
position.
The mobile application has been developed for
students who need to login in order to access the
educational AR resource created by their teachers.
Resources are grouped by subject and an interactive
visual scanner is available to consume the educational
contents associated to markers.
In particular, the web platform is accessible from
the FabLab SchoolNet project website: https://
www.fablabschoolnet.eu/en/login.html.
Figure 3: ARLectio mobile App.
After logging, the teacher will be able to view their
resources (Figure 1), edit them and add new ones
(Figure 2). The web platform is designed to be easy
to use and to manage content easily. In order to create
a resource, the teacher must select the category in
which he/she wants to insert it, which corresponds to
the name of the subject (ICT, Mathematics,
Geography and other school subject), and enter a title
and a description of the resource. Then, teacher can
choose the marker.
This application is marker-based, so by focusing
the device camera on the specified marker, such as an
image or QRCode, the application is able to retrieve
the information stored to display the augmentation
object accurately.
After the marker has been added, the teacher can
choose the type of augmented content to add: text,
video, image or 3D model. The position of the
augmented resource can be chosen from the nine
options on the list (Top Left, Top Center, Top Right,
Middle Left, Middle Center, Middle Right, Bottom
Left, Bottom Center, Bottom Right). In fact, the
marker is considered as if it were a 3x3 matrix, and
each box in the matrix correspond to one position
(Figure 3). So, for example, the teacher can choose to
add the content at the top right or bottom centre or
choose to have the content overlaid on the marker
choosing the middle center position and selecting the
fill attribute.
When the resource is saved, it is stored on a server
and can be used by the AR mobile application. To
develop the Augmented Reality mobile application,
ARLectio: An Augmented Reality Platform to Support Teachers in Producing Educational Resources
473
we first tried to understand the target device on which
the application would be used. Our goal was to make
the application usable on most possible devices that
are not necessarily of the latest generation. In fact,
there are lots of augmented reality development kits,
so the choice wasn't that easy. We have analyzed the
main features of framework such as ARKit, ARCore,
Vuforia, EasyAR and Kudan and their device
requirements and pricing and license key pricing.
Since teachers and students do not always have high
quality devices, we chose to use the Kudan
framework, a free framework that works on both iOS
and Android devices even with older operating
system versions. Kudan framework
(https://www.xlsoft.com/en/products/kudan/ar-
sdk.html) can recognize 2D and 3D images and it
relies on the use of natural features like the edges,
corners, or textures of the chosen marker.
5 CONCLUSIONS
The ARLectio platform presented in this paper aims
to contribute to help teachers to produce educational
contents for their students and, more generally, to
adopt new Augmented Reality technologies as a
methodology to promote knowledge acquisition. The
idea has been developed within the FabLab
SchoolNet project, a project funded by the European
Commission, with the general aim to provide teachers
with innovative, easy to use and free IT tools that can
support them in their teaching activities. Firstly, we
have introduced the state of the art about AR tools
available in the market, with special focus on those
that can support teachers and students in educational
settings. The results of this analysis have highlighted
the scarcity of free and easy to use tools for the
creation and exploitation of AR educational contents;
consequently, we have designed and developed
ARLectio, a free of charge client-server platform that
will be made available to the teachers’ community.
Specifically, ARLectio provides teachers with tools
to create educational contents based on AR
technologies; furthermore, an ARLectio app allows
students to access the AR educational resources
through their own mobile devices. By means of the
tools developed in the framework of the FabLab
SchoolNet project, school teachers will have the
possibilities to develop AR educational resources
with their classes, and activate exciting learning by
making strategies. The system has been introduced to
all teachers of the FabLab SchoolNet network at the
end of 2019 in the Staff Training Event held in
Palermo (Italy) from 25
th
to 29
th
of November in an
intensive teacher training meeting. On that occasion,
ARLectio has been used by a group of 15 teachers to
develop AR educational materials and the realization
of learning units for high school. Teachers have
widely appreciated the ease of use of the system as
well as its versatility. In the following months a pilot
has been started in the schools of the partnership,
using the system also for the production of
educational content to be offered to students in the
classroom. At the end of the pilot phase, a wide test
phase with school groups was supposed to start but
the advent of COVID-19 emergency has interrupted
the didactic activities, and therefore the
experimentation activities. Nevertheless, the
preliminary analysis of the feedback coming from
first pilot phase has been used to improve the system;
by taking into account that the system is still in pre-
testing phase, the new iOS and Android versions of
the software have been directly delivered to all the
teachers involved in the pilot, by using the iOS Apple
TestFlight platform, and a direct private download
repository for Android devices. Finally, the current
and future developments of ARLectio include new
features for the production of interactive AR
educational content as well as features for the timely
management of the class group by teachers.
ACKNOWLEDGEMENTS
This work has been developed in the framework of
the Erasmus+ Key action Cooperation for innovation
and the exchange of good practices, Strategic
Partnerships for school education, project: “FabLab
SchoolNet: STEAM education and learning by
Robotics, 3D and Mobile technologies”, reference
number No 2018-1-LT01-KA201-047064.
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