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Education in Hand

Investigating ways to include augmented reality in today’s classrooms.

Chris Dede and Matt Dunleavy

When the bell rings, the eager eighth-grade science students pour out of the building with their handheld computers and gather around their teacher. The teacher explains that the day’s lesson will require them to investigate the causes of a beached whale. As the students exchange quizzical looks, one of them asks, “Are we going on a field trip to the beach?” “No,” the teacher responds, “the beach is coming to us.”

She instructs them to turn on their Global-Positioning-System-enabled cellphones to begin the lesson. As they do so, digital characters and items begin to appear on their computer screens. Wandering across the playground, the students meet marine biologists and fishermen who provide data and information that help them solve the mystery of the beached whale. Nearing the water fountain, a video file of Orca whales hunting begins to play on the computers. A captain’s log of sonar tests in the surrounding waters is revealed behind the swing sets. Across the once-familiar playground, students rush to discover multiple data points leading them down the path of scientific inquiry.