Abstract

In searching for ways to improve undergraduate success in introductory geoscience courses, the importance of experiential learning in engaging students has become clear—and in geoscience, that is encapsulated best by field trips. However, as general education class sizes increase, so do the cost, liability, and difficulty of running a field trip. A solution for economically and conveniently bringing kinesthetic field experiences to a broader audience lies in the integration of technology through mobile-device games, apps, and augmented reality (AR) field trips. We report here an examination of learning gains at five colleges after intervention with augmented reality field trips to Grand Canyon. The AR field trips cover three topics taught in introductory geoscience courses: geologic time, geologic structures, and hydrologic processes. Results involving nearly 1000 students show that overall gains are similar to control groups, with completion of the AR field trips being a predictor of student learning success in some cases. Prior interest in the geosciences, students’ base-level understanding of the material, and whether or not the student is a science, technology, engineering, and mathematics (STEM) major are strong predictors of improvement in geoscience learning. Gender and ethnicity had no statistical impact on the results, suggesting the AR field trip modules have broad reach across student demographics. Because these modules have been shown elsewhere to increase student interest in learning the geosciences, we advocate their adoption, leading to increases in student learning.

Highlights

  • Traditional undergraduate geoscience education often fails to inspire and engage students (Krockover et al, 2002; McConnell et al, 2003), contributing to trends of declining interest, low persistence, and lack of diversity among U.S students in science, technology, engineering, and math (STEM) disciplines (e.g., Seymour, 2001; Ashby, 2006; Fairweather, 2010)

  • Results involving nearly 1000 students show that overall gains are similar to control groups, with completion of the augmented reality (AR) field trips being a predictor of student learning success in some cases

  • The future of science education will inevitably involve mobile technology, but are game-like mobile apps that simulate field trip experiences effective for education? The results of this study show that three Grand Canyon AR field trip modules resulted in overall similar gains in learning as compared to other teaching methods, with subtle improvements associated with the completion of two of them

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Summary

Introduction

Traditional undergraduate geoscience education often fails to inspire and engage students (Krockover et al, 2002; McConnell et al, 2003), contributing to trends of declining interest, low persistence, and lack of diversity among U.S students in science, technology, engineering, and math (STEM) disciplines (e.g., Seymour, 2001; Ashby, 2006; Fairweather, 2010). Experiential learning and problem solving are best delivered through field experiences, which include making observations and orienting oneself spatially within landscapes (Orion and Hofstein, 1994; Tal, 2001; Fuller, 2006; Bowen and Roth-Wolff, 2007; Simmons et al, 2008; Kastens et al, 2009; Mogk and Goodwin, 2012). Field excursions provide students with opportunities to hone observational and critical-thinking skills by distinguishing features amid visual complexity (Kastens et al, 2009; Mogk and Goodwin, 2012). Field experiences are often prohibitive for high-enrollment introductory classes due to the expense, liability, and time constraints in the modern university setting (McGreen and Sánchez, 2005; Friess et al, 2016). The best sites may be too remote, are unrealistic for an online class, or prohibitive for persons with disabilities who have limited access to rough terrain

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