RUNNING HEAD: AUGMENTED GROUP REFERENCES

Augmented Reality Group: Literature Review

Martin Felesena, Tamara Henry, Stephen Rego, Joe Crouchman, Sharon Morris

EDUC 730-392

Dr. David Holder

Intensive: July 18-22, 2011

References

Anonymous. (2011). Engaging students with augmented reality. NSTA Reports. 22(5):

18-19.

Anonymous. (2010). Technologies to watch. Technology & Learning, 31(1): 14.

ARDOORMoscow. (2011). Augmented reality on iPad seen via Vuzix glasses. Retrieved July19,

2011 from http://www.youtube.com/watch?v=7i1NYVaYv8g&NR=1

Bailenson, J., Yee, N., Blascovich, J., Beall, A., Lundblad, N., Jin, M. (2008). The use

of immersive virtual reality in the learning sciences: Digital transformations of

teachers, students, and social context. Journal of the Learning Sciences, 17(1):

102-141.

Blake, M.B., & Butcher-Green, J.D. (2009). Agent-customized training for human

learning performance enhancement. Computers & Education, 53: 966-976.

Blase, Romence. (2007). Immersion-based learning through field trips. CMA Today, 40(5),

Retrieved from http://rx9vh3hy4r.search.serialssolutions.com

Brill, J., Yeonjeong, P. (2008). Facilitating engaged learning in the interaction age

taking a pedagogically-disciplined approach to innovation with emergent

technologies. Journal of Teaching & Learning in Higher Education, 20(1):

70-78.

claan1. (2011). Augmented reality 3d video on iPad with Kinect. Retrieved July 19, 2011 from

http://www.youtube.com/watch?v=R8tiHXDiqsw

Clark, S. (2009). The efficacy of interactive technology (games and simulation) in adult

learning: A literature review. Unpublished paper, Bowling Green State University,

Ohio, USA.

El Sayed, N. (2011). ARSC: Augmented reality student card. Computers & Education,

56(4): 1045-1061.

Fiorentino, M., Monno, G., Uva, A. E. (2009). Interactive ‘touch and see’ FEM

simulation using augmented reality. International Journal of Engineering

Education, 25(6): 1124-1128.

Guven, S., Feiner, S. (2003). A hypermedia authoring tool for augmented and virtual

reality. New Review of Hypermedia & Multimedia, 9(2): 89-116.

Haycock, K. & Kemp, J.W. (2008). Immersive learning environments in parallel universes:

Learning through second life. School Libraries Worldwide, 14(2) 89-97.

jshwbb. (2009). Lego augmented reality. Retrieved July 19, 2011 from

http://www.youtube.com/watch?v=PGu0N3eL2D0

Kerawalla, L., Luckin, R., Seljeflot, S., and Woolard, A. (2006). “Making it real”: Exploring

the potential of augmented reality for teaching primary school science. Virtual Reality,

10, 163-174.

Kirkley, S.E., & Kirkley, J.R. (2009). Creating next generation blending learning

environments using mixed reality, video games and simulations. TechTrends, 49 (3)

1-114.

Kitalong, K.S., Moody, J.E., Middlebrook, R.H/, & Ancheta, G.S. (2009). Beyond the screen:

narrative mapping as a tool for evaluating a mixed-reality science museum exhibit. Technical Communication Quarterly, 18(2).

Klemm, E.B., & Tuthill, G. (2003). Virtual field trips: best practices. International Journal of Instructional

Media, 30(2), Retrieved from http://rx9vh3hy4r.search.serialssolutions.com

Koszalka, T., Ntloedibe-Kuswani, G. (2010). Literature on the safe and disruptive

learning potential of mobile technologies. Distance Education, 31(2): 139-157.

Kurtz, Gary & Lucas, George. (1977). Star Wars Episode IV: A New Hope. United States:

Lucasfilm. Retrieved July 19, 2011 from

http://www.youtube.com/watch?v=jLx0BCjtxx8

Liarokapis, F. (2006). An exploration from virtual to augmented reality gaming.

Simulation & Gaming, 36(4): 507-533.

Liu, T. (2009). A context-aware ubiquitous learning environment for language listening

and speaking. Journal of Computer Assisted Learning, 25(6): 515-527.

Liu, W. (2009). Internet-enabled user interfaces for distance learning. International Journal

of Technology and Human Interaction, 5(1): 1-27.

Mishra, P., Koehler, M., Ereluik, K. The song remains the same: Looking back to the

future of educational technology. TechTrends, 53(5): 48-53.

Neville, D.O. (2010). Structuring narrative in 3D digital game-based learning environments

to support second language acquisition. Foreign Language Annals, 43(3): 446-469.

O’Connor, E., Sakshaug, L. (2008). Preparing for second life: Two teacher educators

reflect on their initial foray into virtual teaching and learning. Journal of

Educational Technology Systems, 37(3): 259-271.

Ong, A. (2010). Contextualized interdisciplinary learning in mainstream schools using

augmented reality-based technology: A dream or reality? Educational

Technology, 50(6): 23-27.

Orkelbog, V., (2010). Situated simulation as a learning tool—experiencing forum iulium

with the iphone. International Conference on Cognition & Exploratory Learning

in Digital Age: 268-272.

O’Shea, P., Mitchell, R., Johnston, C., and Dede, C. (2009). Lessons learned about designing

augmented realities. International Journal of Gaming and Computer-based

Simulations, 1(1): 1-15.

Pence, H. E. (2011). Smartphones, smart objects, and augmented reality. Reference

Librarian, 52(1), 136-145. plugintothesmartgrid (2009). Augmented reality: See how it

works. Retrieved July 19, 2011

from http://www.youtube.com/watch?v=NK59Beq0Sew&feature=related

Reeve, J. K. (2011). The case for ed tech [Web log post]. Retrieved from

http://blog.weber.k12.ut.us/jreeve/the-case-for-ed-tech/

Rosenbaum, E., Klopfer, E., Perry, J. (2007). On location learning: Authentic applied

science with networked augmented realities. Journal of Science Education &

Technology, 16(1): 31-45.

Roussou, M., Oliver, M., and Slater, M. (2006). The virtual playground: An educational

virtual reality environment for evaluating interactivity and conceptual learning.

Virtual Reality, 10: 227-240. doi 10.1007/s10055-006-0035-05.

Rowland, T., & Rowland, E. (2010). Tech revolution coming to Gettysburg. America’s Civil

War, 23(5). Retrieved from http://rx9vh3hy4r.search.serial solutions.com

Sinclair, P., Martinez, A., Millard, D., Weal, M. (2003). Augmented reality as an

interface to adaptive hypermedia systems. New Review of Hypermedia &

Multimedia, 9(2): 117-136.

Smith, S. and Ericson, E. (2009). Using immersive game-based virtual reality to teach

fire-safety skills to children. Virtual Reality, 13, 67-99.

Squire, K. (2010). From information to experience: Place-based augmented reality

games as a model for learning in a globally networked society. Teachers College

Record, 112(10): 2565-2602.

Squire, K., Klopfer, E. (2007). Augmented reality simulations on handheld computers.

Journal of the Learning Sciences, 16(3): 371-413.

Squire, K., Jan, M. (2007). Mad city mystery: Developing scientific argumentation

skills with a place-based augmented reality game on handheld computers.

Journal of Science Education & Technology, 16(1): 5-29.

Thatcher, M., (2005). Q & A with Chris Dede. Technology & Learning, 25(8): 56.

Thouvenin, I., & Rousseau, F. (2009). Exploring informed virtual sites through Michel foucault’s heterotopias. International Journal of Humanities and Arts Computing, 3(1-2). Retrieved from http://rx9vh3y4r.search.serialsolutions.com.

Tsung-Yu, L., Tan-Hsu, T., Yu-Ling, C. (2009). Outdoor natural science learning with

an RFID-Supported immersive ubiquitous learning environment. Journal of

Educational Technology & Society, 12(4): 161-175.

vertigoregames. (2010). Star Wars augmented reality: TIE fighters attack NYC! Retrieved July

19, 2011 from http://www.youtube.com/watch?v=LoodrUC05r0

Vikloniene, M. (2009). Influence of augmented reality technology upon pupils’

knowledge about human digestive system: The results of the experiment.

US-China Education Review, 6(1): 36-43.

Vilkoniene, M., Lamanauskas, V., Vilkonis, R. (2008). Pedagogical evaluation of the

platform based on augmented reality technology: A position of the experts

providing assistance with teaching/learning. Problems of Education in the 21st

Century, 8: 56-78.

Weal, M., Michaelides, D., Thompson, M., DeRoure, D. (2003). Hypermedia in the

ambient wood. New Review of Hypermedia & Multimedia, 9(1): 137-156.

Weidenback, M. (2000). Augmented reality simulator for training in two-

dimensional echocardiography. Computers and Biomedical Research, 33:

11-22.

White, M., Jay, E., Liarokapis, F., Kostakis, C., Lister, P. (2001). A virtual interactive

teaching environment using XML and augmented reality. International Journal

of Electrical Engineering Education, 38(4): 316-330.

Wierinch, E., Puttemans, V., Swinnen, S., Steenberghe, D. (2005). Effect of augmented

visual feedback from a virtual reality simulation system on manual dexterity

training. European Journal of Dental Education, 9(1): 10-16.

Wilde, D., Harris, E., Randell, C., & Rogers, Y. (2003). The periscope: supporting a computer enhanced field trip for children. Personal and Ubiquitous Computing, 7(3), Retrieved from http://rx9vh3hy4r.search.serialssolutions.com

Williams, R.L., Chen, M.Y. and Seaton, J..M. (2003). Haptics-augmented simple-

machine educational tools. Journal of Science Education and Technology, 12(1): 1-12.

Yang, S.C., & Huang, L.J. (2007). Computer-mediated critical doing history project.

Computers in Human Behavior, 23: 2144-2162.

Zarraonandia, T., Francese, R., Passero, I., Diaz, P., Tortora, G. (2011). Augmented

lectures around the corner. British Journal of Educational Technology, 42(4):

E76-E78.