
AR Escape Room - Save the Whales
A collaborative class activity for middle schoolers that teaches them about empathy and their connection to the environment.
Courses:
Principles of Software Design for Learning (SI 548) for 1st iteration
Introduction to AR/VR Application Design (SI 559) for 2nd iteration
University of Michigan, Master of Science in Information
Design Process
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Target audience: middle school students
Students guide a pod of whales to a habitable environment while avoiding dangerous situations
Escape room environment offers multiple different critical-thinking, collaborative challenges
AR can increase empathy that students feel for endangered species & help them feel more connected to environment
Domain: Survival-based escape room; students will guide a pod of whales to a habitable environment while avoiding dangerous situations
Context: Classroom aide; teacher integrates the technology into their classroom as a supplemental activity
Constraints: Technology requires AR-capable tablets (with camera in back)
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Competitor analysis of AR for education
Explored competitors currently in the space (Scriptum, Google 3D Animals, JigSpace) where AR is used for education
Focused on gaps in current space: AR integrated into environment, lessons learned are clear after experience, and realistic depiction of objects
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Ideation started with understanding the context & constraints of a typical middle school classroom
Classrooms don’t contain much space, so life-size models should be scaled down
Movement between stations should be limited to avoid chaos in classroom
Student may not be able to hold a tablet for more than a few minutes at a time, so activities should be done with tablet on a table for majority of the time
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Interactive Whale Tutorial
3D model teaches students about whales
Interactive models allows students to explore at the pace of their curiosity
Echolocation Activity
Markers (QR codes) are printed at stations
Students move from station-to-station, using “echolocation” to find food and resources
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Marker-based vs. markerless AR have different contexts of use. For middle school classrooms, marker-based AR can keep students involved at their tables without moving around to see a full-scale model, as might be the case with markerless AR. In addition, they’re able to manipulate the 3D virtual object.
Activities should be short to accommodate for student’s ability to hold a tablet for more than a few minutes.
Technology
Aero
Premiere Pro
Procreate
After Effects
Feature Demo - Echolocation Activity
1st iteration as part of EDUC 626: Principles of Software Design for Learning.
Physical Prototype & 360 Model
2nd iteration as part of SI 559: Introduction to AR/VR Application Design.
Digital Prototype
2nd iteration as part of SI 559: Introduction to AR/VR Application Design.