Assessing Augmented Reality Possibilities in the Study of School
Computer Science
Vasyl P. Oleksiuk
1,2 a
and Olesia R. Oleksiuk
3 b
1
Ternopil Volodymyr Hnatiuk National Pedagogical University, 2 M. Kryvonosa Str., Ternopil, Ukraine
2
Institute for Digitalisation of Education of the National Academy of Educational Sciences of Ukraine, 9 M. Berlynskoho
Str., Kyiv, 04060, Ukraine
3
Ternopil Regional Municipal Institute of Postgraduate Education, 1 V. Hromnytskogo St., Ternopil, Ukraine
Keywords:
Educational Augmented Reality, Mobile Learning, School Computer Science, STEM Project, Augmented
Reality Applications.
Abstract:
The article analyzes the phenomenon of augmented reality (AR) in education. AR is a new technology that
complements the real world with the help of computer data. Such content is tied to specific locations or
activities. Over the last few years, AR applications have become available on mobile devices. AR becomes
available in the media (news, entertainment, sports). It is starting to enter other areas of life (such as e-
commerce, travel, marketing). But education has the biggest impact on AR. Based on the analysis of scientific
publications, the authors explored the possibilities of using augmented reality in education. They identified
means of augmented reality for teaching computer science at school. Such programs and services allow
students to observe the operation of computer systems when changing their parameters. Students can also
modify computer hardware for augmented reality objects and visualize algorithms and data processes. The
article describes the content of author training for practicing teachers. At this event, some applications for
training in AR technology were considered. The possibilities of working with augmented reality objects in
computer science training are singled out. It is shown that the use of augmented reality provides an opportunity
to increase the realism of research; provides emotional and cognitive experience. This all contributes to
engaging students in systematic learning; creates new opportunities for collaborative learning, develops new
representations of real objects. The authors studied the relationship between some factors that influence the
introduction of augmented reality in school computer science, such as: the age of teachers, student interest,
the use of gadgets in education, play and entertainment style of learning. Several augmented reality STEM
projects have been selected. On the basis of expert evaluation, the attitude of teachers to these projects was
determined and the most rated of them were evaluated.
1 INTRODUCTION
Today, the topical areas of research for scholars in ed-
ucation are the didactic potential of digital technolo-
gies and methods of their application. Modern digital
tools create opportunities to complement real space
with contextual, dynamic, visual content. Accord-
ingly, such technologies are increasingly being imple-
mented and explored in education.
Augmented reality (AR) is a technology that en-
riches human sensations with digital data and thus
mixes the real and virtual environment. It uses virtual
information as an additional useful tool. As a result,
a
https://orcid.org/0000-0003-2206-8447
b
https://orcid.org/0000-0002-1454-0046
a new, more informative and stimulating environment
is created.
The principle of the AR program is to use the sen-
sors of the device to read the environment and supple-
ment it with digital, interactive content.
AR applications can be used on different devices
such as desktops, laptops, mobile devices. But most
AR programs work on smartphones, tablets. Smart
glasses, headphones, and other controllers can be fur-
ther connected to mobile devices. Built-in cameras,
GPS sensors, gyroscopes and other sensors are used
to recognize objects, images and scenes. After suc-
cessful recognition, relevant digital content becomes
available and is displayed on screen. The purpose of
their application is to combine the real environment
Oleksiuk, V. and Oleksiuk, O.
Assessing Augmented Reality Possibilities in the Study of School Computer Science.
DOI: 10.5220/0010927900003364
In Proceedings of the 1st Symposium on Advances in Educational Technology (AET 2020) - Volume 2, pages 5-19
ISBN: 978-989-758-558-6
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
5
with digital content. This enables the user to receive
more information about the environment than is avail-
able to him in the real world. The advantage of AR is
not only to increase the available information in the
environment, but also to create an attractive represen-
tation of the world. For this reason, AR is used in
many industries such as marketing, design, medicine,
entertainment, tourism, education (Iatsyshyn et al.,
2019; Hruntova et al., 2018; Rashevska and Soloviev,
2018; Striuk et al., 2018; Zelinska et al., 2018).
The ability to improve the visualization of objects
and processes in the learning environment through in-
teractive digital content has generated interest in the
using of AR applications for educational purposes.
New possibilities of AR technologies for teaching
and learning has been analyzed in (Shepiliev et al.,
2021). Iatsyshyn et al. (Iatsyshyn et al., 2019, 2020)
described examples of AR applications in such in-
dustries as the entertainment and gaming industries,
tourism, sales and presentations, education.
Classification of directions of using of augmented
reality in education and practice of using AR appli-
cations are given in the publications (Ranok, 2020;
Yuen et al., 2011). The analysis of the papers shows
that AR is implemented to different disciplines of ele-
mentary and secondary school (Coimbra et al., 2015;
Matsokin and Pakhomova, 2020; Matviienko, 2015;
Midak et al., 2021) and in the higher education insti-
tutions (Barkatov et al., 2020; Klochko et al., 2020;
Lavrentieva et al., 2019, 2020). These and many
other researchers have found that AR technologies in-
crease the level of success and motivation of pupils
and students (Gutierrez and Fernandez, 2014; Kesim
and Ozarslan, 2012).
Scientists say that learning in the AR can have a
positive impact on the development of spatial imagi-
nation, the formation of abstract concepts, the trans-
fer of knowledge, the acquisition of digital skills and
experience. Dyulicheva et al. (Dyulicheva et al.,
2020), Kolomoiets and Kassim (Kolomoiets and Kas-
sim, 2018), Osadchyi et al. (Osadchyi et al., 2020),
Tkachuk et al. (Tkachuk et al., 2017) identified AR as
an important prerequisite for implementing effective
strategies to achieve the goals of inclusive education.
Now, AR is not only useful for studying individual
subjects or individual students. It can also be applied
to the development of new approaches to learning, in
particular the concept of STEM (Shapovalov et al.,
2018; Valko et al., 2019).
AR technologies can be an effective tool of orga-
nizing interaction and collaboration to present learn-
ing outcomes. Other studies, such as (Coimbra et al.,
2015; Matsokin and Pakhomova, 2020) concluded
that AR is particularly suited for teaching subjects
that need to form difficult for understanding in the
real world concepts (Kravtsov and Pulinets, 2020;
Valko et al., 2019). Matviienko (Matviienko, 2015)
described his experience in creating a computer mu-
seum. He used augmented reality technology to vir-
tualize objects. The author developed an interdisci-
plinary study excursion in the museum.
The common practice of using AR in education
is to create supplementary books. Some didactic as-
pects of mixed reality books have been studied by
Kravtsov and Pulinets (Kravtsov and Pulinets, 2020),
Panchenko et al. (Panchenko et al., 2020). When AR
is used, books are transformed into dynamic sources
of information. Augmented reality technology has
made it possible to “revive” its pages (Ranok, 2020).
Now this technology is used in cognitive books such
as encyclopedias, atlases, books about space, struc-
ture of the Earth, dinosaurs, for reproduction of his-
torical events. Gradually, from coloring books and
fairy-tales, augmented reality technology is being ex-
tended to the production of educational products.
That is, they are gradually moving from game tech-
nology to learning. For example, students use special-
ized software for joint study of mathematics, physics,
chemistry, geometry (Coimbra et al., 2015; Iatsyshyn
et al., 2019; Kramarenko et al., 2019; Matviienko,
2015; Zinonos et al., 2018). These studies have shown
the benefits of using AR books as a tool to increase
children’s motivation. Books in the AR have also
proven to be effective means of concepts formation.
AR technology is developing quite rapidly. As
a consequence, research in education does not have
time to provide theoretical understanding or develop
a systematic methodology for creating appropriate
learning tools. We believe that the use of AR tech-
nology is a modern trend, and therefore research in
this field is relevant and timely.
The purpose of this study is to explore the pos-
sibilities of using augmented reality technology at
school, in particular when teaching computer science.
Objectives of the study are:
1. To analyze the experience of using AR technolo-
gies in education;
2. To find out the possibilities of using augmented
reality technology in teaching computer science;
3. To experimentally test the attitude and readiness
of teachers to use AR in teaching of computer sci-
ence.
4. To define some STEM projects with augmented
reality technologies. Assess opportunities for
their implementation in secondary schools
Object of study is the process of teaching com-
puter science in secondary school.
AET 2020 - Symposium on Advances in Educational Technology
6
Subject of research is augmented reality technol-
ogy as a mean of teaching computer science in sec-
ondary school.
2 PROBLEM STATEMENT
In the Ukrainian education system, postgraduate insti-
tutes are responsible for implementing innovations in
primary and secondary schools. These institutions re-
main an important component in the process of com-
puter science teacher training. This article will de-
scribe the experience of trainings organization at the
Ternopil Regional Municipal Institute of Postgradu-
ate Education (TRMIPE). The purpose of these train-
ing’s is to develop teachers’ skills for augmented re-
ality application. The article will explore the ser-
vices and their functionality for the computer science
lessons. Augmented reality allows the student to vi-
sualize complex spatial connections and abstract con-
cepts. Therefore, with their help, the teacher can de-
velop abilities that are difficult to form in a traditional
learning environment (Oleksiuk et al., 2017; Pono-
mareva, 2021; Spirin et al., 2018; Vlasenko et al.,
2019).
Technologies for augmenting reality with digital
objects (perhaps not just digital ones) can be condi-
tionally positioned between two polar variants of pos-
sible realities: the reality we live in and virtual reality
(VR) (figure 1).
Reality is a philosophical term that means what
actually exists in physical space, and physical space
itself. Virtual reality is the absolute absence of real
objects. It is a technically created world that is trans-
mitted to man through his senses: sight, hearing,
touch and others.
Quite often, a combination of these realities is
called Mixed Reality (MR). Virtual reality can be
filled with people, weather, events, and more. If
images of these objects are broadcast from the real
world, then the result will be augmented virtual real-
ity (AV) technology. At the current level of develop-
ment, AV technology is virtually unused, but in the
future it can be much more impressive than AR and
VR.
Azuma (Azuma, 1997) identified augmented real-
ity features such as:
combining the real and the virtual world;
interactivity;
combining the real and the virtual world.
The augmented reality system is the mediator be-
tween man and reality. Therefore, it must generate
a signal for one of the human’s perception organs.
Therefore, according to the type of presentation of in-
formation in the AR system, they can be classified
such as visuals, audio, and audiovisuals.
By type of sensors for the acquisition of data from
the physical space there are AR systems:
Geo-location. They focus on signals from GPS or
GLONASS positioning systems.
Optical. Such systems process the image obtained
from the camera. The camera can move with or
without the system.
Augmented reality systems can be classified by
user interaction. In some systems, the user has a pas-
sive role. He only watches the system react to changes
in the environment. Other systems also require active
user intervention. There he or she can control the op-
eration of the system and modify its virtual objects.
According to this feature, the systems are divided into
offline and interactive.
Let’s look and analyze the program tools that are
most appropriate to use when teaching computer sci-
ence at school. Based on the analysis of articles and
sites, we can say that there are very few such applica-
tions and services. Therefore, teachers and scholars
are looking for ways to use augmented and virtual re-
ality to improve and support school-based learning.
But to make the right choice, they need to know the
requirements for existing applications and services
and the limitations of using them. As the experience
suggests, most Ukrainian schools do not have high-
end AR or VR devices.
The benefits of AR are the ability to increase moti-
vation, emotional perception of the students’ learning
content. The highest level of application of these tech-
nologies is the involvement of students in the creation
of their own virtual worlds. At the same time, teachers
should also be interested in implementing such inno-
vations. They should have as little doubt as possible
about the capabilities of AR technologies and their
own capabilities.
Among augmented reality applications, there are
those that can be used in the study of various subjects,
not just computer science.
The Quiver application allows the teacher to cre-
ate coloring books with augmented reality. With the
app, students can interact with objects they create.
Painted images are transformed on the gadget screen
into augmented reality. There is an opportunity to
play with animated characters. The teacher can use
the Quiver app in the lesson as a tool for developing
creative skills or for pupils’ reflection.
WallaMe is a platform that can be implemented
to integrate augmented reality into the learning pro-
cess. WallaMe Ltd launched the application in 2015.
Using this app is an easy way for both teachers and
Assessing Augmented Reality Possibilities in the Study of School Computer Science
7
Figure 1: Reality-virtuality continuum (Milgram and Kishino, 1994).
students. WallaMe is a free iOS and Android applica-
tion. It allows users to hide and share messages in the
real world using augmented reality. These messages
appear as a result of changing the geolocation of the
smartphone. In addition, the WallaMe app provides
students and teachers with additional tools such as:
a library of stickers;
advanced drawing tools;
tools for working with text;
simple and minimalistic graphics and elements of
the interface;
connection to a smartphone camera;
comment option;
accessible to all or private messages.
WallaMe allows a teacher to take a picture on a
smartphone and leave a picture or message there. The
object created in this way is linked to the image and
geographical coordinates. Another app user sees a
message icon on the map. He or she will only be able
to find out it if he points his camera at this wall.
The application can be used in the study of com-
puter science to create knowledge maps or tests in
augmented reality. For example, a teacher creates a
geotag on a specific computer hardware device. The
learner should identify and add text with the charac-
teristics of this device. In the study of programming,
students can perform in augmented reality the task of
completing a code snippet, determining the values of
variables, finding errors. In the case of a positive ex-
perience, the teacher can use the application to create
integrated tasks, such as web quests (Wang, 2017).
One of the most popular mobile apps is Google
expedition. It is an immersive education application
that allows teachers and students to explore the world
through over 100 augmented-reality tours. In addi-
tion, the app offers more than 1,000 virtual reality
tours (edu.google.com, 2020). They can be used ef-
fectively by teachers of various subjects.
Unfortunately, as of now, only 2 expeditions are
available for computer science in AR mode:
Computers. The tour allows students to learn and
explore how different components of a computer
function.
Introduction to Computer Graphics. It covers top-
ics such as: History of Computer Graphic, Creat-
ing a 3D World, Modeling, Texturing and Shad-
ing, Ray Tracing and Light, Rendering.
Google Expedition provides collaborative learn-
ing opportunities. The teacher has the opportunity to
download the completed tours and invite students to
see them in augmented reality. Unfortunately, creat-
ing your own AR Tours with Tour Creator is not cur-
rently available. For now teachers can use an exter-
nal tool such as cospaces.io. The service allows them
to create or import three-dimensional models. These
objects can be offered to students for using on mobile
devices.
CoSpaces.Edu service provides great program-
ming experience. It enables students to learn by do-
ing, using the various tools available with the VR and
AR technologies. All features in CoSpaces.Edu can
be adapted to fit different class subjects and learning
objectives. The platform uses a visual programming
language ideal for beginners or gets access to script-
ing languages for more advanced coding. With its fun
Lego-like colored blocks, CoBlocks is the ideal so-
lution for junior pupils. More advanced coders can
have fun coding scripts to add interactions and events
or even create games (Cospaces, 2020).
The platform enables the collaboration of the
teacher with several students. They can work on
individual or collaborative projects. Most of these
projects these projects can be saved in AR. Aug-
mented Reality lets students project their own cre-
ations onto any plane surface in the real world by
looking through the screen of their device.
The advantage of the system is the use of single
sign-on technology. It integrates well with cloud ser-
vices, including Google Workspace for Education.
AET 2020 - Symposium on Advances in Educational Technology
8
Drezek (Drezek, 2020) uses the CoSpaces ser-
vice to perform tasks for students such as creating
an animal habitat, creating a game about holiday tra-
ditions in virtual and augment reality to share with
the schools around the world. Michael says that stu-
dents in own space can experience what they design
and program in virtual and augmented reality.
In our opinion, the highest level of implementa-
tion of AR in the teaching of computer science is
the development of students own elements and scenes
in augmented reality. According to (Boonbrahm and
Kaewrat, 2014; Cakir and Korkmaz, 2019; Youm
et al., 2019) one of the most popular and productive
means of achieving this goal is the Unity engine and
the Vuforia library. One of the many advantages of
Unity is that it is a free game engine that has the pos-
sibility to deploy to many different platforms as iOS
and Android. This, combined with the Vuforia AR
platform, makes it possible to assign a virtual camera
in the 3D scene that is linked to an image tracker. This
combination can then be deployed to a smart phone or
tablet. Finally, it is possible to utilize the camera on
the device in order to mix the 3D scene with the cam-
era image (Kjellmo, 2013).
We compared these tools according to the main
criteria (type of tool, equipment, interaction with the
student, place in training, cost). Table 1 contains a
comparative analysis.
In addition to AR services created by IT firms,
there are also authoring AR applications to support
computer science training. Let’s look at some of
them.
AR-CPULearn is based application for learning
CPU. It was created by scientists of Universiti Ke-
bangsaan (Malaysia). AR-CPULearn was imple-
mented as an exercise activity for computer organi-
zation and operating system students in higher ed-
ucation. This applications offer for execution some
exercises with overlaid multimedia information. For
example, answer a few questions based on a train-
ing video; name the main components of the moth-
erboard, explain how the processor and motherboard
work (Boonbrahm and Kaewrat, 2014).
The Mixed Reality Laboratory (Bond University
and CQUniversity, Australia) is involved in the de-
velopment of mixed reality applications for solutions
to complex pedagogical problems. In our opinion
the “Network and ICT modeling” project is the most
exciting startup of this lab. The purpose of this
project is to use the augmented reality visualization
method to help students understand the theoretical
model of open systems interconnection (OSI) and
its implementation as a stack of TCP/IP protocols
(www.mixedrealityresearch.com, 2019).
The application simulates in augmented reality
the construction of simple computer networks. This
simulation uses a five layer TCP/IP model to visual-
ize how packets are interpreted and distributed. The
simulation utilizes augmented reality markers which
are detected and tracked in 3D space by smartphones
cameras. When students are focusing a camera on the
marker then they can see a multiple network devices
such as modems, routers, switches, wireless AP etc.
These devices can be connected to the network. Vi-
sually, this will be shown as lines on the smartphone
screen.
The application visualizes packets from devices
that generate traffic. This visualization corresponds
to the TCP/IP model. The demo shows not only traf-
fic but also individual packages and their headers. Vi-
sualization in augmented reality is dynamically trans-
formed as the network topology changes. The appli-
cation also demonstrates signal conditioning between
wireless devices. The student can select any device
as the source and as the recipient when transmitting
traffic. As a consequence, he or she will see the vi-
sualization and model of this process in augmented
reality.
3 RESULTS AND DISCUSSION
We continued our research on augmented reality
training. The training was conducted at TRMIPE
from September to November 2019. Participants
of the trainings were 2 groups of computer science
teachers (20 people in each group). They could
choose augmented reality topics. We used different
techniques to teach different topics (table 2).
We have conducted a survey to verify attitude and
readiness of computer science teachers to use AR in
teaching. The participants of the training filled out
a questionnaire. They evaluated AR applications by
the factors of frequency and usefulness of their use
in training. The questionnaire was based on the us-
ability measurement software (Serdiuk, 2014). The
questionnaire contained 12 questions. The answer
options were formed according to the 5-point Lik-
ert scale. They determined the ratio of the respon-
dents from completely negative (0 points) to com-
pletely positive (4 points). This distribution prevented
the respondents from making unreasonable choices
about the mean of the answer. We avoided ques-
tions in the negative form when forming the ques-
tionnaire. We also used the Likert scale to deter-
mine respondents’ age (from 0 points age over
60 years to 4 points age 20-30 years). The
entire table of respondents’ scores can be down-
Assessing Augmented Reality Possibilities in the Study of School Computer Science
9
Table 1: Augmented reality program tools.
Name Software Equipment Interaction Place Cost
Quiver Application Mobile device One user Reflection Commercial, Free
WallaMe Application Mobile device Many users Quests, Learn-
ing Projects
Free
Google Expedition Application Mobile device Many users Demonstration,
STEM-projects
Free
CoSpaces Edu Application, Site Mobile device, PC Many users Programming,
development
Commercial, Free
Vuforia AR Application PC One user Development Commercial
Unity Application PC Many users 3D-modeling Commercial, Free
Poly Library PC Many users 3D-modeling Free
SketchUp Application, Site PC One user 3D-modeling Commercial, Free
with a state grant
Table 2: Augmented reality training topics.
Topic number The name of the topic Training technique
1. The concept of virtual and augmented reality Conversation
2. Types of augmented reality Mini-lection
3. Examples of augmented reality Demonstration
4. Checking mobile gadgets for support of AR technologies Work in groups
5. Prospects for the use of AR technologies in education Training exercise, brainstorming
6. Create your own augmented reality effects Individual work
7. Develop a list of required AR models for the computer
science course
Collaboration
loaded from the link https://drive.google.com/file/d/
1zIS8c0RForHw8KA49qBQGhynQvAcpzTy
To check the internal consistency of the question-
naire, we calculated the Alpha Cronbach coefficient.
Its value (α
Cr
= 0.73) can be considered acceptable.
We considered the latent indicator of each question
to be the average of all respondents’ scores. Table 3
shows the list of questions and their respective mean
values.
We have selected the following significant average
values of respondents’ scores:
less than 1.5 points the indicator is not almost
manifest;
1.5-2.0 – the indicator is weak;
2.0-2.5 – the indicator is sufficient;
more than 2.5 – the indicator is strong.
The obtained average values of the indicators are
shown in the following diagram (figure 2). Significant
values of indicators are highlighted with colors.
As can be seen from the diagram, a weak mani-
festation is found in indicators related to the readiness
and use of AR in the real learning process. However,
the study found strong and sufficient manifestations
of the indexes regarding the usefulness, motivation for
use and pedagogical potential of AR applications. At
the trainings we observed the interest of teachers, es-
pecially when they saw in AR their own digital world.
Another objective of our study was to determine
the dependencies between these indicators. To do
this, we used a correlation method. To determine the
specific correlation coefficient, we checked the nor-
mality of the distribution of each indicator. We have
performed the Shapiro-Wilk test of normality. Here
are the results of the R-function shapiro.test for all in-
dicators:
p-value(UGT) = 0.01297000;
p-value(SUG) = 0.00004502;
p-value(MAR) = 0.00186300;
p-value(CAR) = 0.00386600;
p-value(EAR) = 0.00124000;
p-value(ARI) = 0.00024080;
p-value(RAR) = 0.00066520;
p-value(ARE) = 0.00531300;
p-value(ARC) = 0.00011270;
p-value(PAR) = 0.00019137;
p-value(ARA) = 0.00235700.
Since the asymptotic significance is less than 0.05,
the distribution is not normal. In this case, the Spear-
AET 2020 - Symposium on Advances in Educational Technology
10
Table 3: Questionnaire items.
Question
The content of the question
Average of
code respondents’ scores
UGT How often do you use gadgets in teaching? 2.38
SUG How often do your students use their own gadgets in learning? 1.90
MAR How often do you use AR apps in computer science teaching? 1.80
CAR How often do your colleagues use AR in computer science teaching? 1.90
EAR How easy is it for you to learn AR technologies? 1.98
ARI Using AR in computer science teaching can be interesting 2.43
RAR I feel ready to use AR 1.83
ARE AR is entertaining 2.05
ARC AR used in computer science training can be credible 2.33
PAR My proficiency level of AR 1.90
ARA The use of AR is advisable in the study of computer science 2.58
Figure 2: Distribution of indexes.
man rank factor should be used. It is a statistical mea-
sure of the strength of a monotonic relationship be-
tween paired data. Correlation is the size of the ef-
fect. The coefficient determines whether the quanti-
tative factor influences the quantitative response. Its
absolute value is usually interpreted according to the
following ranges:
0.00 – 0.19 – relationship is very weak;
0.20 – 0.39 – relationship is weak;
0.40 – 0.59 relationship is moderate;
0.60 – 0.79 relationship is strong;
0.80 – 1.00 relationship is very strong.
Its positive value shows the existence of a direct
relationship between factor and response. A negative
coefficient indicates the reverse relationship.
We used the R-library “corrplot” to calculate and
display the rank correlation coefficients. All corre-
lations are significant at 0.05 level. We considered
indicators with a moderate and strong correlation. In
the figure 3, they are highlighted in red.
The first line of the table indicates a strong rela-
tionship between teachers’ age and their experience
with AR use. That is, younger teachers are easier to
learn AR applications, they are more confident in their
ICT competencies. Therefore, they are more likely to
use AR in computer science training.
The study found a strong link between the fre-
quency of use of AR technology in teaching computer
science and the beliefs of teachers about the feasibil-
ity of its use. A positive strong relationship was also
found between teachers’ proficiency level and the fre-
quency of AR use.
The use of augmented reality by colleagues has a
positive moderate impact on the same activities of the
interviewed teachers. The Bring Your Own Device
(BYOD) approach also helps to incorporate AR into
learning. Teachers who are learning to work with AR
applications are more positive about the credible data
that this technology displays.
In addition, the survey found several indicators
that were poorly explained. First of all, there is no sig-
nificant positive correlation of ARE (Entertainment of
Assessing Augmented Reality Possibilities in the Study of School Computer Science
11
Figure 3: Matrix of plots with a indicators data set.
AR) with other survey questions. This may mean that
teachers do not pay enough attention to the gaming
approach in teaching. A similar situation was found
with the RAR indicator. That is, despite some level
of AR using, teachers still do not consider themselves
ready for it.
We also found no significant correlation between
the use of AR and the fact that these technologies are
interesting and motivating. Also surprising is the fact
that communication with colleagues has no effect on
the readiness of a computer science teacher. In our
opinion, these paradoxes are a result of the lack of ap-
propriate methodology. In general, we can say that
negative research results require rethinking and fur-
ther exploration.
Figure 4 contains a matrix of plots for indicators
with significant correlation. These plots show the dis-
tributions of values for the indicators “PAR”, “MAR”,
ARA”, “CAR”, the corresponding diagrams and the
correlation coefficients between them.
4 EVALUATION OF SOME STEM
PROJECTS WITH
AUGMENTED REALITY
Today, STEM projects are becoming very popular in
schools. Their implementation allows you to integrate
knowledge from different subjects. Solving real prob-
lems determines the practical direction of tasks. At
the same time, students generate new ideas and de-
velop their own competencies, such as mathematical,
technological, social. Mobile applications with aug-
mented reality allow to increase the interest of modern
schoolchildren in the study of natural sciences. First
of all, this is possible thanks to advanced multimedia
technologies. These tools make it possible to “revive”
and clearly represent complex concepts.
We invited teachers to consider and evaluate
several STEM projects at the training. In these
projects, augmented reality mobile applications were
proposed. These applications are free and available
AET 2020 - Symposium on Advances in Educational Technology
12
Figure 4: Matrix of plots with significant correlation values.
for download in Google Play and App Store.
Project 1. Skyscrapers. In this project, we
used the Skyscrapers AR mobile application to study
3D models of five famous high-rise buildings in the
world. Today, engineers use robust materials and in-
novative schemes to design buildings of this height.
So, it would be good for students to implement this
STEM project. In computer science lessons, they
study augmented reality technology, its capabilities
and terminology. In math lessons, children learn to
build diagrams. In language lessons, they discuss the
project in dialogues and prepare essays on construc-
tion technologies. In geography lessons, students can
explore the soil for building skyscrapers. In tech-
nology lessons, children create models of skyscrapers
and design a device to test their own buildings.
Students during the project should find answers to
questions such as:
How to choose a building material?
How to check whether the manufactured materials
meet the advertised specifications?
How long will the finished product last?
Are the materials safe to design and use?
Finally, it is advisable to discuss with students
what career prospects they see after participating in
this STEM project.
Project 2. Da Vinci Machines. In this project, we
used a mobile application with augmented reality to
study the models of the famous inventor Leonardo da
Vinci. This project is related to history, mathematics,
technology, art. Students will learn about the biogra-
phy of Leonardo da Vinci in history lessons. In com-
puter science lessons, they learn to search, collect,
process, present data from various sources. The AR
application is designed so that children have the op-
portunity to work with two layouts of pictures-labels:
horizontal (the picture is located on the desk) or verti-
cal (on the stand, interactive whiteboard, screen, etc.).
The teacher can offer students to study such models
as: Helicopter da Vinci, “Self-supporting” bridge da
Vinci, Tank da Vinci, Catapult da Vinci.
In technology lessons, it is advisable to organize
the practical manufacture and testing of these models.
For example, a self-supporting bridge can be made of
simple materials, such as ice cream sticks.
With their own catapults, students can explore the
mechanical motion of a body thrown at an angle to the
horizon, to check the law of conservation of mechan-
ical energy. It is important for the project that chil-
dren study 3D models in AR applications and com-
Assessing Augmented Reality Possibilities in the Study of School Computer Science
13
pare them with hand-made devices. Shooting distance
competitions should also evoke positive emotions in
children.
Project 3. Bridges. Today, bridges are built in
different shapes, sizes and materials. What makes a
bridge the strongest? Project participants learn about
this by building simple paper bridges. The children
can then measure the maximum allowable weight for
each such sample. Students also use the “Bridges
AR” application to explore some models.
In this project, important issues for research are
such as:
identification of the main types of bridge struc-
tures;
explanation of the importance of bridges in human
life;
study of the main characteristics of bridges and
parts for their
construction (for example, the distribution of
compressive and tensile forces)
building a model of your own bridge from simple
materials;
experimentally check the maximum load that can
withstand the constructed structure.
As a development of this project, it is advisable for
the teacher to offer students additional practical tasks.
Here are some of them:
Try to build bridges from other household mate-
rials, such as aluminium foil, wax paper or card-
board. Which material is the strongest?
Experiment with different shapes. What happens
if I roll up a sheet of paper in the shape of a tube
or a triangle?
Try making a longer bridge by gluing two sheets
of paper together. How long can you skate a
bridge before it collapses under its own weight?
Is bridge design important?
How safe are different bridges?
Are there bridges on your way to school or near
your house? What type are they?
Such a project can be proposed for a science fair.
Children will probably also find interesting stories
about professions related to objects of the project.
Project 4. Notable Women. It’s no secret that
there have always been women in science. They con-
ducted research in various sciences. Some of them
made important discoveries.
Studying such stories is important for girls to see
themselves as future scientists. With the “Notable
Women” mobile application, students will be able to
read about an outstanding female scientist, her ideas
and research. It is also advisable to create appropriate
presentation materials such as info-graphics, videos,
booklets, posters, etc.
As a result of presenting these materials, students
should see the influence of many women throughout
history and think about the thesis that “power is the
ability to influence”. The completion of the project
can be held as a discussion on the question “What is
the relationship between power and influence”?
Project 5. The universe. The content of the
project is to study the structure of the universe and
study astronomy using the Big Bang AR application.
This software is the result of a collaboration between
CERN and Google Arts & Culture. It will allow stu-
dents to see the shape of the universe in the palm of
their hand, to witness the formation of the first stars,
our solar system and the planet Earth. Children will
be able to immerse themselves in the mystery of the
early universe and watch events unfold around them,
for example in their own classroom.
It is advisable for the teacher to ask students to
make a model of the solar system and calculate the
size of the planets. To see how much space there is
between different objects in the solar system, students
will have to practice with fractions.
The task of technology may involve the manufac-
ture of models of planets. Children should think about
whether it is possible to place “planets” so that their
model is proportional to real orbits.
Students can work in groups to solve problems
such as:
search for scale factor;
calculating the size of the planets;
creation and processing of graphic 3D models.
Such tasks develop mathematical skills in scaling,
and allow a better understanding of space scales. With
the help of the Big Bang AR application, the project
participants should summarize the concepts and visu-
alize the basic concepts.
Unlike traditional classroom teaching, STEM
projects bring students closer to practice, bridging the
gap between theoretical problem solving and practical
implementation of acquired knowledge. Often in the
project the need to use knowledge from different dis-
ciplines contributes to the awareness of new material.
Career discussions can help students make important
connections between the lesson in the classroom and
the specifics of STEM professions in the real world.
We conducted some research to understand the
attitude of practicing teachers to the STEM projects
outlined above. Expert evaluation was chosen as the
main method of the experiment. Experience shows
AET 2020 - Symposium on Advances in Educational Technology
14
that it is effective for assessing the qualitative charac-
teristics of educational methods in various scientific
studies (Kuzminska et al., 2019). Decision-making by
experts is based on a reliable presentation of the cur-
rent situation, a correct understanding of the essence
of the methodology and the completeness of the char-
acteristics of its components.
We selected 64 computer science teachers as
experts. They attended TMPIRE teacher training
courses in 2020. To estimate the desired sample size,
we used the results of (May and Looney, 2020). To
ensure the quality and uniformity of expert assess-
ments, we selected teachers according to criteria such
as:
Work experience more than 10 years;
80–90% success rate of learning in TMPIRE;
The highest national professional category;
Experience in using augmented reality technolo-
gies.
We asked these teachers to evaluate the projects
described above according to the following criteria.
Cr1. Relevance of the project as the importance of
the project for students. Here we understood the
integrated indicator of the project. It determines
the possibility of student development through
a combination of cognitive, research interdisci-
plinary activities of students.
Cr2. Realism of the project tasks and availability of
execution. The criterion evaluates the possibil-
ity of project implementation by students of a
certain age group, the compliance of its tasks
with the level of preparation of students.
Cr3. Possibility of project development. The inte-
grated indicator involves assessing the prospects
of the project through the expansion of re-
search objects, participation in affiliate pro-
grams, profit The content of the project is an
information component.
Cr4. The criterion should assess the possibility of de-
veloping ICT competencies, in particular their
skills for the use of augmented reality applica-
tions.
The experts ranked each of the projects according
to these criteria. The evaluation was performed on an
ordinal scale from 1 to 5. One point was awarded
to the least significant indicator and five points to
the highest significant one. We summarized the re-
sults of the survey in the table. To transform evalu-
ation into ranking, we asked experts to evaluate all
projects according to the first criteria, then accord-
ing to the second, third, and fourth. The table is
available by the link https://drive.google.com/file/d/
1xkuiKZUF33nMYNwnCaQaOSkuErLJXqxb.
The most obvious value of the criterion is its over-
all rating (average rating), which is determined by all
experts. This statement is also true for projects. How-
ever, it is necessary to check whether this rating is
not accidental. This means that we need to check the
consistency of expert assessments. Since the distri-
butions of estimates by all criteria and by all projects
are not normal (p-value < 2.2× 10
16
), we should use
non-parametric criteria to process these statistics. As
is known, the Kendall rank correlation coefficient is
used to determine the relationship between only two
variables. To assess the agreement of more than two
evaluators, it is advisable to use Kendall’s coefficient
of concordance (W).
Statistical processing of ranking results was car-
ried out using the R language. In particular, we used
its libraries such as: nortest, irr, Kendall, DescTools,
ggplot2.
To calculate the coefficient W, we used the func-
tion:
KendallW ( t c r 1 , c o r r e c t = FALSE ,
t e s t = TRUE, na . rm = FALSE)
where
tcr1 is a transposed dataframe of evaluations of all
projects according to the 1st criterion;
correct is a parameter that determines the need to
use the emission correction when calculating W;
test is a logical indicating whether the test statistic
and p-value should be reported;
na.rm is a parameter to skip empty score values.
The results of the calculation of W for criteria 1-4
are presented in table 4.
Table 4: Generalized data for calculating the concordance
coefficient W for criteria.
Kendall chi-squared P-value W
Cr1 152.79 < 2.2 × 10
16
0.60
Cr2 138.70 < 2.2 × 10
16
0.54
Cr3 157.82 < 2.2 × 10
16
0.62
Cr4 130.93 < 2.2 × 10
16
0.51
To interpret the obtained results, we used the fol-
lowing ranges of values of the coefficient W (May and
Looney, 2020):
0.01– 0.20 – poor agreement;
0.21– 0.40 – fair agreement;
0.41 – 0.60 – moderate agreement;
0.61 – 0.80 – good agreement;
Assessing Augmented Reality Possibilities in the Study of School Computer Science
15
0.81 – 1.00 – very good agreement.
From these data we can reject the zero and accept
the alternative hypothesis of the existence of agree-
ment between experts. Unfortunately, we have to state
that the assessments of experts on the criteria of re-
alism and development of ICT competencies are less
consistent. This indicates a difference in the estimates
of this criterion for almost all projects.
We additionally performed the calculation of the
coefficient W for projects (table 5). We took into ac-
count that the same project received the same points
from the experts. Therefore, the “correct” parameter
was used in the KendallW function. It corrects the
calculation of W if there are related ranks.
As can be seen from the table, the Bridges project
was ranked by experts on fair agreement. Instead,
DaVinci and Woman received good values of W coef-
ficiente.
Therefore, the sums or averages of expert esti-
mates for almost all projects can be objective indi-
cators of the experiment. Summary table6 contains
systematized data of average values of evaluations for
criteria and projects.
Figure 5 contains a graphical representation of the
results obtained. It demonstrates the distribution of
total ratings by all criteria.
The DaVinci project received the highest aver-
age value of expert estimates. Teachers consider it
relevant, realistic and effective for the development
of ICT competencies. According to the survey, the
SkyScrapers project turned out to be relevant and
promising. The Bridges project also received a high
rating for the development of ICT competencies. De-
spite the overall low score, experts consider the “No-
table Women” project to be promising. This may be
due to the fact that most of the teachers surveyed were
women.
In general, STEM augmented reality projects are
an effective tool for organizing students’ search ac-
tivities. The objectives of such projects demonstrate
the integration between mathematics, computer sci-
ence, engineering, history, art. The STEM concept is
a source of interdisciplinary innovation in school ed-
ucation. As our experiment showed, the organization
of STEM projects with augmented reality aroused the
interest of computer science teachers. They found the
projects relevant and useful for the development of
ICT competencies. We can predict that the use of aug-
mented reality technologies will also interest students
and will have a positive impact on their choice of fu-
ture profession.
We recommend scientists, lecturers, teachers to
create more STEM projects. This should help to in-
volve students in interdisciplinary learning to gain
real practical experience, the development of lifelong
learning skills.
5 CONCLUSIONS
Therefore, innovative ICTs should be used in com-
puter science lessons, as they are necessary and cru-
cial for living in the modern world. Augmented re-
ality is one of the most up-to-date teaching content
visualization technologies. Currently, the use of AR
in education has been a success. In our opinion, the
introduction of this technology will increase the mo-
tivation to learn, increase the level of mastering the
material. This is also possible due to the variety, inter-
activity of visual presentation of educational objects,
migration of part of students’ research work into the
virtual environment.
Our analysis of publications on the problem of re-
search has shown that the experience of using aug-
mented reality applications is mostly fragmentarily
described in scientific articles and blogs of enthusi-
asts. Appropriate implementation of AR means in the
practice of educational institutions will be done step
by step.
It is clear that successful implementation of this
technology requires special attention to the system of
teacher training and retraining, curriculum develop-
ment and next-generation textbooks. However, such
fragmented use of augmented reality is already facil-
itating the process of its implementation. Our expe-
rience has shown that the developed training courses
are in demand in advanced training courses. They are
of interest to teachers. The results of this study show
that IT teachers have access to computers and mobile
devices and have a high level of interest in augmented
reality technology.
The study found difficulties in implementing AR
such as:
increasing the time of teacher’s preparation for
augmented reality classes;
AR tools are usually application-specific, so
learning about different topics requires installing
and sometimes integrating multiple applications;
sometimes AR is perceived by students and teach-
ers as an entertainment game, not as a learning
environment;
development of high-quality AR applications
clearly requires the work of professional program-
mers.
This study has several limitations. The question-
naire was based on self-assessment. Therefore, the
AET 2020 - Symposium on Advances in Educational Technology
16
Table 5: Generalized data for calculating the concordance coefficient W for projects 1-5.
Kendall chi-squared P-value W
DaVinci 153.1 < 2.2 × 10
16
0.80
Universe 80.94 < 2.2 × 10
16
0.42
Bridges 70.72 < 2.2 × 10
16
0.37
SkyScrapers 111.74 < 2.2 × 10
16
0.58
Notable Women 132.19 < 2.2 × 10
16
0.69
Table 6: Final table of expert evaluation.
DaVinci Universe Bridges SkyScrapers Women
Cr1 3.27 3.59 2.22 4.53 1.39
Cr2 4.58 3.70 2.92 1.91 1.89
Cr3 1.61 1.86 3.17 3.94 4.42
Cr4 4.27 2.27 4.11 2.63 1.73
ProjectSum 13.73 11.42 12.42 13.01 9.43
Figure 5: Diagram of distribution of expert assessments according to criteria 1-4.
level of ICT competence and teacher readiness was
not sufficiently objectively determined. Also, the de-
gree of use of AR applications has not been measured
in practice. In addition, the number of teachers was
limited. As a consequence, it is likely that teachers
with advanced digital competence participated in the
experiment. Expert assessments can be only one of
the methods for determining the complexity of the
STEM project, and therefore have a recommendatory
nature.
There is a need for future research on technical
and methodological issues of using augmented reality
technologies in school STEM projects. For example,
the development of repositories of educational AR-
applications to support computer science is currently
in demand.
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