Conference PaperPDF Available

ENHANCING ART EDUCATION IN SCHOOL THROUGH AUGMENTED REALITY

Authors:
  • Institute of Information and Communication Technologies – BAS

Abstract and Figures

The popularity of augmented reality (AR) in schools worldwide has been growing constantly in the recent years. Many experiments have shown that through AR teachers are able to improve learning outcomes for the students through increased engagement and interactivity. AR tools have been successfully applied in many subjects like Science, Math, History and Geography. However, there is one very special place where AR can encourage curiosity, inspire critical thinking and intense creativity of the students. This place is the Art classroom. The present study aims to investigate the effect of the usage of AR applications in teaching Art. It was conducted with three groups of middle school students in a state school in Sofia, Bulgaria. The study also aims to describe the experience, the opportunities and the challenges met in the teaching process. Every group was divided into two groups of equal number of students – one control group and one experimental group. There were three experimental and three control groups in total. The experience gained shows that AR is a great way for personalization of the learning process and promotion of inclusive, active learning. Two types of applications were explored in the study – the one that allows students to explore physical spaces and pieces of artwork while sitting in the classroom; and the other, which allows students to create their own AR by adding virtual dimension to any artwork, including created by themselves, through animations, video and music.
Content may be subject to copyright.
Section Name
ENHANCING ART EDUCATION IN SCHOOL THROUGH
AUGMENTED REALITY
Plamen Petrov
Assoc. Prof. Dr. Tatiana Atanasova
Georgy Kostadinov
Institute of Information and Communication Technologies - Bulgarian Academy of Sciences,
Bulgaria
ABSTRACT
The popularity of augmented reality (AR) in schools worldwide has been growing
constantly in the recent years. Many experiments have shown that through AR teachers
are able to improve learning outcomes for the students through increased engagement
and interactivity. AR tools have been successfully applied in many subjects like
Science, Math, History and Geography.
However, there is one very special place where AR can encourage curiosity, inspire
critical thinking and intense creativity of the students. This place is the Art classroom.
The present study aims to investigate the effect of the usage of AR applications in
teaching Art. It was conducted with three groups of middle school students in a state
school in Sofia, Bulgaria. The study also aims to describe the experience, the
opportunities and the challenges met in the teaching process.
Every group was divided into two groups of equal number of students one control
group and one experimental group. There were three experimental and three control
groups in total.
The experience gained shows that AR is a great way for personalization of the learning
process and promotion of inclusive, active learning.
Two types of applications were explored in the study the one that allows students to
explore physical spaces and pieces of artwork while sitting in the classroom; and the
other, which allows students to create their own AR by adding virtual dimension to any
artwork, including created by themselves, through animations, video and music.
Keywords: Augmented Reality, Art education, interactivity, classroom, active learning,
experience.
INTRODUCTION
Augmented Reality (AR) has been among the biggest technology trends in education in
recent years. One of the reasons for AR’s rising popularity is the possibility of AR
systems to bring elements of the virtual world into the real world, thus enhancing the
things we see, hear, and feel [1].
The use of Augmented Reality has a key position in the latest developments concerning
the Learning with technology, which considers the new technological devices as a mean
capable of promoting the learning process. In fact, augmented reality can be considered
“as a dynamic and interactive didactic tool, which contributes to transform spaces, times
and modes of learning thanks to the fact that school laboratories and classrooms start to
be widely equipped with suitable technological infrastructures” [2].
Augmented Reality is based on a concept of experience according to the theory that if
one creates an experience, it stays for the whole lifetime. Implementing AR into
education can really transform the experience of learning. Students would get to
experience the real world rather than just theoretically learning about it.
Augmented Reality adds virtual elements to the real surroundings of the users [3]. AR
can be defined in many ways ranging from showing related content based on mobile
location to video see-through AR. In video see-through AR, images are captured by a
camera and displayed on a screen with augmented data overlaid on the objects [4] thus
the augmented reality is situated in the same visual field as the artwork. Combining
concepts of Augmented Reality and Virtual Reality (VR) allows to exemplify Art
educational applications with additional semantic description as it is shown in [5].
This investigation presents results of AR applications in teaching Art according to the
middle school curriculum in a state school in Sofia, Bulgaria.
MATERIALS AND METHODS
The first type of application that was explored in the study allows students to explore
physical spaces and pieces of artwork while sitting in the classroom
The target participants were fifth grade students, studying into three different classes.
This means that these were three separated groups of students who had to study the
same learning material in Art.
The tasks that were assigned to the students referred to exploration of ancient artefact,
exploration of а specific gallery and exploration of a specific paining. The tasks were
part of the following topics from the curriculum: “Prehistoric art and the art of the
ancient world”, “Art and virtual environment” and “Art information web pages -
museums and galleries”. According to the instructions in the curriculum, the student
should be given the opportunity to: visit art galleries, museums and exhibitions at the
place of residence, in the region and on the Internet; draw conclusions about the culture
of a certain era on the basis of the information derived from an object; plan their work
independently; draw conclusions about the lives of people in the ancient world; share
their opinions and assessments of an artwork; browse information pages about famous
artists and navigate in them.
Every class was divided into two groups with equal number of students one control
group and one experimental group. There were three experimental and three control
groups in total. The impact of usage of AR when teaching Art on the student
performance was measured by comparing the results of the students from the two types
of groups. The same teacher taught all the students. The numbers of participants in the
three classes were as follows: 24, 22, and 22.
The application that was used for exploration of physical spaces and pieces of artwork
while sitting in the classroom was Google Arts & Culture. There were few reasons
behind this decision – it is free, it is available for both iOS and Android and allows for
many different interactive experiences. Among them are the possibilities to explore
collections, museums and galleries, as well as to see how artworks look in real size in
Section Name
front of you using the augmented reality Art Projector tool. This way one can play with
Art using only a smartphone or a tablet and can bring culture to life with AR while
projecting 3D models into the real world through the device camera.
Lessons with students from the control and experimental groups were conducted
separately. The students in the experimental group were asked to install in advance the
Google Arts & Culture app on their smartphones or tablets and took an additional short
course on how to use the app.
Both types of groups were taught by the teacher the same way and the same learning
material. Then all students were given the same additional task independently to
explore an ancient artefact, a specific gallery and a specific paining.
The students from the experimental groups used smartphones/tablets and Google Arts &
Culture to complete the tasks. The students from the control groups explored the same
objects using traditional ways – texts, photos and videos.
Microsoft Forms was used as an online tool to create tests, distribute and collect data for
both groups. Data collected from the questionnaires were exported and analyzed using
Microsoft Excel and its data analysis tools.
Fig. 1. Workflow for each one of the three groups
The workflow (fig. 1) for each one of the three experimental groups was as follows:
A topic is taught
by the teacher in a
traditional way Tasks
performing
using
traditional
sources – texts,
photos and
videos
Test using
Microsoft
Forms
Documentation
Results analysing
Data Evaluation
The students are
given an
additional task
Repeat for each of
the three topics, in
A topic is taught by
the teacher in a
traditional way
Tasks performing
using Google Arts
& Culture
Test using
Microsoft
Forms
Documentation
Results analysing
Data Evaluation
The students are
given an additional
task
Repeat for each of
the three topics,
in every group AR vs
Traditional
sources Comparison
Experimental groups
C
Co
on
nt
tr
ro
ol
l
g
gr
ro
ou
up
ps
s
1. A topic is taught by the teacher in a traditional way.
2. The students are given an additional task.
3. The students perform the tasks using Google Arts & Culture.
4. A test using Microsoft Forms is performed.
5. The students’ test results are documented, the data are analyzed, and evaluations
are done.
6. These steps are repeated for each of the three topics (explorations), in every
group.
The workflow for the 3 control groups, shown on the fig. 1, was as follows:
1. A topic is taught by the teacher in a traditional way.
2. The students are given an additional task.
3. The students perform the tasks using traditional sources – texts, photos and
videos.
4. A test using Microsoft Forms is performed.
5. The students’ test results are documented, the data are analyzed, and evaluations
are done.
6. These steps are repeated for each of the three topics (explorations), in every
group.
The second type of application that was explored allows students to create their own AR
by adding virtual dimension to any artwork, including created by themselves, through
animations, video and music. The concrete application that was tested is UniteAR [7]
an Augmented Reality SaaS platform which lets customers create their own augmented
reality experience in three clicks.
The second activity was for all the students. One of the main aims was to measure the
change in the students’ engagement in the Art class when using an AR application.
They were asked do draw a picture and to leave a free place on it in order a virtual
object to be placed there later. As it is often happening in Art classes, there are better
and more confident students in drawing, as well as those who cannot draw very well. In
this case, the drawing skills were not from a critical importance as all the students were
able to enrich their drawings by adding images, audio, video, 3D objects or 360-degree
panoramic video to their artwork. Thus, students created a great variety of works and
were able to use their potential and creativity as much as possible.
TABLES AND GRAPHS
Data from all tests performed with each group are summarized in Table 1.
Table 1. Results of the experiments
Control groups points Experimental groups points
Group Test 1
Test 2
Test 3
Total
Test 1
Test 2
Test 3
Total Increase in %
Group 1
9 11 12 32 11 13 14 38 19%
Group 2
12 13 11 36 13 15 16 44 22%
Group 3
13 11 13 37 15 14 15 44 19%
Section Name
Average
11 12 12 35 13 14 15 42 20%
The following figures show some examples of students work done by using an AR app
in ART lessons (Fig. 2).
Fig. 2. Examples of works done using an AR application
Fig. 3. Students’ picture processed with an AR application
RESULTS
The first experiment is validated using a small sample size of 68 participants only. The
research, however, can be expanded in the future but a lot of additional work and
preliminary preparation is needed in order the learning process to be smooth and easy.
Experience has shown that a quality AR tool, providing multidisciplinary approach,
possibilities for personalization and a lot of visualization tools can be very useful for
students to plan their work independently, draw conclusions and learn to share their
opinion and appreciate the art connected work.
The second experiment showed that the average students’ engagement has increased by
27%. It has been measured through questionnaires prepared by the Art teacher in
collaboration with the school psychologist. For some of the students that were not
confident in their drawing skills the increase of engagement reached 38%.
DISCUSSION
In recent decades, teaching in general has undergone dramatic changes - from the
standard classroom environment and training, led by teachers and instructors, to modern
learning opportunities through gamification, augmented and virtual reality. The recent
research states that students cannot imagine their lives without smartphones and few of
them have willing to study by reading hard copy material [6].
Augmented Reality is now accessible for everyone with their smartphones [7]. This
technology gives new ways not only for learning but to intense creativity too. It opens
doors for imagination. There are growing number of AR applications, programs and
resources [8] that can be used in the classroom. New algorithms are developing to
connect powerful ability of AR to visually highlight information to direct gaze to points
of interest in artworks [9].
Our experience has shown that using Google Arts & Culture (Fig. 4) gives not only all
these possibilities but also provides a unique personalized learning experience and
possibilities for teamwork. An additional tool of the application appeared to be very
motivational for the students – Achievements. It has shown very clearly how much
some of the students need encouragement in their everyday class work.
Fig. 4. Google Arts & Culture
However, as a qualitative study [10] has shown, AR technology is not yet widespread,
there are barriers and limitations to its uptake in education.
Section Name
CONCLUSION
The present study aims to investigate the effect of the usage of AR applications in
teaching Art. Two types of applications were explored - the one that allows students to
explore galleries and pieces of artwork – Google Arts & Culture, and the other, which
allows students to create their own AR and enables real-time visualization of the
augmented reality by adding virtual dimension to their artwork – UniteAR [7].
As different studies have shown, effective art education, including art-integration,
encourages active, problem-based inquiry, data collection, evaluation, and
communication. Using integrated approaches encourages students to challenge
established ideas, concepts and ways of making, to resist stereotyped visions of the
world and to break boundaries. Arts based learning illuminates gaps and limitation in
current ideas and helps students to organize frameworks and structures through which
they can test limits and develop new structures that bridge the gaps between that which
is known and that which will be created [11].
The experiments in this study showed an increase in both the students’ achievements in
the process of learning Art and in the level of engagement, especially for the students
that were not confident in their drawing skills. The possibility to create multimedia
enriched AR products pushed the students creativity, motivated them to make a better
drawing and made them eager to finish it.
Some of the challenges met were connected to the smooth work with the applications.
Although short courses on how to use the application were provided, the children's
impatience, the opportunity for individual work and students’ desire to immediately
share what was happening on their screens sometimes created obstacles to the order in
the classroom. Another important conclusion is that working with bigger screen devices
greatly simplifies the process of working with AR applications, as most operations
require work with both hands, multi touch gestures and fine adjustments.
The experience gained shows that AR is a great way for personalization of the learning
process and promotion of inclusive, active learning in the Art classroom. AR gives great
possibilities for personalization, can encourage curiosity, inspire critical thinking,
intense creativity of the students and their level of engagement.
Working with AR application and the Art classroom turned the students into real
storytellers.
REFERENCES
[1] Petrov, P.D.; Atanasova, T.V. The Effect of Augmented Reality on Students’
Learning Performance in Stem Education. Information, 11, 209, 2020.
https://doi.org/10.3390/info11040209
[2] Panciroli, C.; Macauda, A.; Russo, V. Educating about Art by Augmented Reality:
New Didactic Mediation Perspectives at School and in Museums. Proceedings 2017, 1,
1107, doi:10.3390/proceedings1091107.
[3] Vert S., Andone D., Vasiu R., Augmented and Virtual Reality for Public Space Art,
ITM Web of Conferences 29, 2019 https://doi.org/10.1051/itmconf/20192903006
[4] Aitamurto T., Boin J-B., Chen K., Cherif A., Shridhar Sk., The Impact of
Augmented Reality on Art Engagement: Liking, Impression of Learning, and
Distraction, Springer International Publishing AG, part of Springer Nature 2018, J. Y.
C. Chen and G. Fragomeni (Eds.): VAMR 2018, LNCS 10910, pp. 153–171, 2018.
https://doi.org/10.1007/978-3-319-91584-5_13
[5] Bäck R., Plecher D. A., Wenrich R., Dorner B. and Klinker G., Mixed Reality in Art
Education, 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR),
Osaka, Japan, 2019, pp. 1583-1587, doi: 10.1109/VR.2019.8798101.
[6] Geroimenko, V.(Ed.), Augmented Reality in Education, A New Technology for
Teaching and Learning, Springer Series on Cultural Computing, 2020.
[7] Augmented reality in the classroom. https://www.unitear.com/augmented-reality-in-
education
[8] Augmented Reality Can be a Reality in Your Art Classroom.
https://theartofeducation.edu/2015/03/26/augmented-reality-can-be-a-reality-in-your-
art-classroom/
[9] McNamara A. M., Enhancing art history education through mobile augmented
reality, VRCAI '11: Proceedings of the 10th International Conference on Virtual Reality
Continuum and Its Applications in Industry, pp. 507–512, 2011.
https://doi.org/10.1145/2087756.2087853
[10] Tzima S., Styliaras G., Bassounas A., Augmented Reality Applications in
Education: Teachers Point of View, Education Sciences, Vol. 9, Issue 2, 99, 2019
https://doi.org/10.3390/educsci9020099
[11] Smilan C., de Eça T.T., Kakourou-Chroni G., Art Education at the intersection of
creativity: Integrating art to develop multiple perspectives for identifying and solving
social dilemmas in the 21st century, Worlds Arts Alliance, Vol. 12, 2006
http://www.unesco.org/culture/en/artseducation/pdf/fpcathysmilan104.pdf
... Additionally, Petrov et al. [7] demonstrate that AR can help students in art education, with students' achievement and engagement in learning art increasing after using AR. In addition, Lai and Chang [8] indicated that augmented reality could significantly improve students' motivation to learn English. ...
... The maximum score for both the pre-test and the post-test is 14. Meanwhile, the difference between the minimum and maximum scores is 9 (5)(6)(7)(8)(9)(10)(11)(12)(13)(14) for the pre-test and 8 (6)(7)(8)(9)(10)(11)(12)(13)(14) for the post-test. The mean score for the pre-test is 9.70, with a standard deviation of 2.975. ...
... The maximum score for both the pre-test and the post-test is 14. Meanwhile, the difference between the minimum and maximum scores is 9 (5)(6)(7)(8)(9)(10)(11)(12)(13)(14) for the pre-test and 8 (6)(7)(8)(9)(10)(11)(12)(13)(14) for the post-test. The mean score for the pre-test is 9.70, with a standard deviation of 2.975. ...
... Iquira et al. (2019) provide a virtual physics lab space for 86 current university students, and it can be found that physics teaching in a virtual space provides a safe operating environment for students to repeat relevant physics experiments at any moment without damaging the equipment. Finally, Petrov et al. (2020) select a public secondary school to explore the effects of two different teaching models: "explore artistic works in the classroom" and "explore artistic works by virtual reality." The experimental results show that the team using virtual reality technology meets the personalized learning needs and inspires the students' creativity to a great extent. ...
Article
Full-text available
This article first put forward the educational application of immersive virtual laboratories for the problems of poor spatial thinking ability and weak hands-on operation ability. Second, aiming at the problems of a lack of excellent backbone teachers and insufficient educational information equipment, a Tibetan-Chinese bilingual immersion virtual basic teaching system suitable for students in pastoral areas has been developed to complement the teaching of teachers in remote areas. Third, the application of virtual gymnasiums is proposed to reduce the physical discomfort of students under harsh conditions. And then the application of virtual vocational technical training is proposed for poor employment situations in agro-pastoralism areas. Finally, the Tibetan-Chinese bilingual immersive virtual basic teaching system developed for pastoral students was put into use for a short period of time in the farming and pastoral schools and was well received by the pastoral students, and the teachers also gave feedback that the system has now improved at least the concentration of the student.
Conference Paper
Does teaching art and its history to the new generations still make sense today, and how? Whether it�s figurative arts or crafts, what humanity has produced throughout its history is one of the things that most fascinate scholars: in the end, as it�s for philosophy about the development of thought, studying art is a way of looking for the reasons for human specificity. The beauty search could be intended as one of the most evident aspects of it: times, modes, and tools have changed through the decades, but what has not changed are the intrinsic demands that push mankind to pursue it and create horizons of meaning through art. Nowadays, digital technologies can help us not only in teaching or studying art but even more simply in the fruition of artworks not accessible to everyone, and it is something amazing for the opportunity that it represents. Unfortunately, often the limit of these tools is to stop at the surface of things, providing partial information concerning the iconographic and formal description, rather than guiding the user to a deeper comprehension of the reasons from which the artworks came. The question, then, is how teachers above all, but also other operators of the art world could better address the use of digital, to emphasize the actuality of the need to make art and express one�s own creativity, helping them to feel renowned artists of the past and the presents not such as deities, but close to us, according to our sensitivity.
Article
Full-text available
The effect of one of the most popular 3D visualization and modelling technologies with haptic and touch feedback possibilities-augmented reality (AR)-is analysed herein. That includes a specific solution, incorporating augmented reality. A case study for delivering STEM (science, technology, engineering, and mathematics) content using this tool at one secondary school in Sofia is presented. The experience gained in one school year of using facilities for a STEM enrichment program has been examined.
Article
Full-text available
Public space art, usually placed outside and accessible to all, is a proper target for the exploitation of transformative and immersive technologies such as augmented and virtual reality. In the recent years, artists and technology developers have collaborated to make physical art more expressivein the digital world, taking advantage of the democratisation of mixed reality devices and software.In this paper, we report on such development of the ArtTM application, an Android app for the publicspace art in Timisoara, Romania. We show the current state of the application and the innovative features that are currently in development. We present the envisioned roadmap to an augmented and virtual reality-enhanced experience and some initial thoughts on the actual implementation of them.
Article
Full-text available
A common conclusion of several studies is that augmented reality (AR) applications can enhance the learning process, learning motivation and effectiveness. Despite the positive results, more research is necessary. The current work aims to study the degree of diffusion of AR technology and teachers’ opinion about the need for continuous training, the process of creating 3D models, and the feasibility of AR applications development by teachers and students in school settings. Teachers are the common element in every different educational system and play a key role in the integration and acceptance of technology in education. Qualitative research was conducted in February 2019 in rural and suburban areas of North-Western Greece on secondary education teachers of different specialties and the results showed that AR applications development is feasible under certain conditions, including the limitation of the curriculum as the main negative factor and the teacher’s personality and the desire for co-operation among teachers of different specialties as positive factors.
Chapter
Full-text available
This paper examines the impact of an augmented reality (AR) tour guide on users’ art engagement. In a between-subjects experiment in an art museum, users’ art engagement with a novel video see-through augmented reality guide was examined against user behavior with a book guide. The AR users’ liking of art increased more than the book users’, whereas the book users learned more. The AR users enjoyed using the application, and it helped them engage with art; however, they felt physical fatigue from holding the tablet and preferred interacting with a still image over the live augmentations. The users were concerned about the screen time the AR guide required; it distracted them from looking at the art with the naked eye, creating more of an impression of learning rather than actual learning. The findings call for more impactful AR applications with art as the focal point.
Article
Full-text available
Different national and international researches have stressed relevant aspects concerning the application of augmented reality in formal and non-formal educational contexts, especially at school and in museums. In fact, augmented reality plays a meaningful role in the relationship between technologies and didactic mediation; its applications are the prerequisite for an augmented learning, through the reproduction of specific scenarios which go beyond the pure theoretical dimension. More specifically the present contribution aims to set out an option for a reflection on the relationship between art education and augmented reality technologies from the didactic mediation point of view, with reference to a shared and collaborative construction of knowledge of artistic and cultural heritage.
Article
This paper describes a new project which will focus on the integration of eye-tracking technology with mobile Augmented Reality (AR) systems. AR provides an enhanced vision of the physical world by integrating virtual elements, such as text and graphics, with real-world environments. The advent of affordable mobile technology has sparked a resurgence of interest in mobile AR applications. Inherent in mobile AR applications is the powerful ability to visually highlight information in the real world. We are working on new algorithms to harness this ability to direct gaze to Points of Interest (POIs). Combining mobile AR and image manipulation gives visual distinction to POIs in order to directly influence and direct gaze in real world scenes. Our initial test domain is that of Art History Education. POIs are determined based on salient regions of paintings, as identified by the visual narrative of the painting. We are developing new system that will be deployed in the Museum of Fine Art in Houston that will enhance visitor education through the use of gaze-directed mobile AR.
Art Education at the intersection of creativity: Integrating art to develop multiple perspectives for identifying and solving social dilemmas in the 21st century
  • C Smilan
  • T T De Eça
  • G Kakourou-Chroni
Smilan C., de Eça T.T., Kakourou-Chroni G., Art Education at the intersection of creativity: Integrating art to develop multiple perspectives for identifying and solving social dilemmas in the 21st century, Worlds Arts Alliance, Vol. 12, 2006