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Augmenting play and learning in the primary classroom

Published: 24 June 2013 Publication History

Abstract

In this article we present the design and study of Save the wild, a system designed to support augmented play and learning for children. Save the wild is an augmented reality (AR) based system with which children can interact by creating origami paper characters printed with fiducial markers that can be recognised via the webcam attached to the computer. The system aims to give students a level of awareness around problems with sustainability. As children make visible their origami creations to the camera, the system displays animated virtual characters that are attached to simple storylines that relate to sustainability and environmental consciousness.
We studied how Save the wild was used and interacted with by students in two environments: at a public exhibition and within a classroom. We found that the technologies that were used (fiducial markers) can be used to create environments that support multiple modes of interaction and different forms of engagement with educational content. The technology allows designers of these systems to augment physical play and activity without requiring new technologies to be introduced, rather using technologies already found within the classroom. We find that by using AR, it is possible to enhance play-based learning without it becoming focused on the technology -- rather it augments and guides the learners' own narrative. We conclude with a discussion on how AR/marker technology can enable technology to create a more exciting interactive and social experience for young students while they are learning.

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Cited By

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  • (2023)Play—An essential part of children’s lives and their computational empowermentFrontiers in Education10.3389/feduc.2022.10887167Online publication date: 21-Feb-2023
  • (2023)The role of CCI in supporting children’s engagement with environmental sustainability at a time of climate crisisInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2023.10060538(100605)Online publication date: Dec-2023
  • (2022)Imagining Better Futures for Everybody – Sustainable Entrepreneurship Education for Future Design Protagonists6th FabLearn Europe / MakeEd Conference 202210.1145/3535227.3535229(1-8)Online publication date: 30-May-2022
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    cover image ACM Conferences
    IDC '13: Proceedings of the 12th International Conference on Interaction Design and Children
    June 2013
    687 pages
    ISBN:9781450319188
    DOI:10.1145/2485760
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 24 June 2013

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    Author Tags

    1. augmented reality
    2. education
    3. fiducial markers
    4. interaction design
    5. physical computing
    6. play

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    IDC '13
    Sponsor:
    • The New School
    • ACM
    • Sesame Workshop
    IDC '13: Interaction Design and Children 2013
    June 24 - 27, 2013
    New York, New York, USA

    Acceptance Rates

    Overall Acceptance Rate 172 of 578 submissions, 30%

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    IDC '25
    Interaction Design and Children
    June 23 - 26, 2025
    Reykjavik , Iceland

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    Cited By

    View all
    • (2023)Play—An essential part of children’s lives and their computational empowermentFrontiers in Education10.3389/feduc.2022.10887167Online publication date: 21-Feb-2023
    • (2023)The role of CCI in supporting children’s engagement with environmental sustainability at a time of climate crisisInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2023.10060538(100605)Online publication date: Dec-2023
    • (2022)Imagining Better Futures for Everybody – Sustainable Entrepreneurship Education for Future Design Protagonists6th FabLearn Europe / MakeEd Conference 202210.1145/3535227.3535229(1-8)Online publication date: 30-May-2022
    • (2020)Augmented Reality in Education, Scope of Use and PotentialEncyclopedia of Education and Information Technologies10.1007/978-3-030-10576-1_195(211-219)Online publication date: 14-Jun-2020
    • (2019)Immersive Media Design and ChildrenProceedings of the 18th ACM International Conference on Interaction Design and Children10.1145/3311927.3325163(689-696)Online publication date: 12-Jun-2019
    • (2019)Learning from the real and the virtual worldsInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2019.06.00221:C(104-111)Online publication date: 1-Sep-2019
    • (2019)Augmented Reality in Education, Scope of Use and PotentialEncyclopedia of Education and Information Technologies10.1007/978-3-319-60013-0_195-1(1-8)Online publication date: 25-Oct-2019
    • (2018)Treasure codesPersonal and Ubiquitous Computing10.1007/s00779-018-1126-522:4(739-750)Online publication date: 1-Aug-2018
    • (2017)Understanding teachers' routines to inform classroom technology designEducation and Information Technologies10.1007/s10639-016-9494-922:4(1347-1376)Online publication date: 1-Jul-2017
    • (2016)The Use of Smart Toys in Learning GamesHandbook of Research on Gaming Trends in P-12 Education10.4018/978-1-4666-9629-7.ch022(470-480)Online publication date: 2016
    • Show More Cited By

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