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Using augmented
reality to support
learning and teaching
in the recording studio
environment
Ruth Clark: Senior Learning Technologist
Craig Golding: Curriculum Leader Music
Production and Film Music
• Specialist Study Core
Module
• Taught in small studio
groups (5-6 students)
• 2 hour highly practical,
hands-on learning
experience.
www.lcm.ac.uk
@leedsmusic
Teaching Music Production
at Leeds College of Music
 Existing learning resources used
in isolation and out of the studio
environment.
 Large quantities of information
to absorb and complex technical
skills to retain during classes
 Focus on practical application of
knowledge presents a barrier to
higher level thinking
www.lcm.ac.uk
@leedsmusic
Challenges of Studio Learning
Environment
“overemphasis upon lower order
thinking in the curriculum
constrains the amount of time that
can be dedicated to having
students think critically and utilise
knowledge in creative and
meaningful ways” (Bower et al.).
 Benefits kinaesthetic and multi-
modal learning styles
 Support constructivist learning
pedagogies
 Engaging students with
emerging technologies and
immersive learning experience.
www.lcm.ac.uk
@leedsmusic
Why Augmented Reality?
“enable the visualisation of
intangible concepts” (M.
Akçayır and G. Akçayır)
• Enlisted the services of
Jisc
• Matt Ramirez:
– Lead AR developer
• Collaborative design
process
www.lcm.ac.uk
@leedsmusic
Partnership with Jisc and
design process
Graphic here
 Navigation and set up of
recording console
 Used existing interactive
manual (Articulate) to
create storyboard
 Colour coded overlays
 Additional information and
multimedia
 Required robust 3D
tracking model
www.lcm.ac.uk
@leedsmusic
First Phase of Development
www.lcm.ac.uk
@leedsmusic
Second Phase of
Development
 Student and staff identified
patch bay as challenging.
 Patch bay, signal flow and
relation to recording process a
threshold concept
 Some students demonstrated
“mimicry”, following a more
confident student’s lead.
www.lcm.ac.uk
@leedsmusic
Second Phase of
Development
 AR layer that controlled
functionality related to digital
overlay
 HTML 5 layer for user control
of animated leads
 Signal flow shown via
animated arrows
EVALUATION AND ANALYSIS OF
DEVELOPMENT
• Pilot groups observed and
follow up focus groups
• Ascertain effect on learning
behaviours
• Identify areas for development
and latent technical issues
www.lcm.ac.uk
@leedsmusic
Methods
• Positive response from
users
• Tracking reliability
identified as a potential
barrier to uptake
• Recent developments in
tracking technologies
were incorporated
www.lcm.ac.uk
@leedsmusic
User response and technical
barriers
• Student’s ability to self-support
and respond to technical
questions increased
• Enabled students to refresh
their knowledge when tackling
studio sessions out of class and
after breaks from study
• Tutors observed better
knowledge retention
www.lcm.ac.uk
@leedsmusic
Constructivist learning
…an effective constructivist
approach to learning as students
made more “deep and lasting
connections within their
knowledge base” [2]
• The combination of the visual,
auditory, written and
kinaesthetic elements suited
students’ individual learning
styles.
• More effective situated
learning.
www.lcm.ac.uk
@leedsmusic
Multimodal learning
“If I have a problem, I learn
by fixing the problem there
and then"
• Shift in group dynamic, with less
dominance of a ‘technical
ringleader’.
• Introvert students more engaged
in the practical learning process.
• There was less appearance of
“mimicry” and students in
participating pilot groups grasped
the threshold concept of the
patch bay quicker, allowing them a
deeper understanding of the
subject [5].
www.lcm.ac.uk
@leedsmusic
Effective group based learning
Democratising the learning
process and ensuring
understanding of threshold
concepts
www.lcm.ac.uk
@leedsmusic
Final Project Output
Graphic here
 Stand-alone app
 Available on student’s own
devices via App store
 Integrated within curriculum
via scheme of work
 Expansion to other
curriculum areas within the
conservatoire.
References
1. L. W. Anderson, D. R. Krathwohl, Eds., A Taxonomy for Learning,
Teaching, and Assessing: A Revision of Bloom's Taxonomy of
Educational Objectives. (Longman, New York, 2001).
2. M. Bower, C. Howe, N. McCredie, A. Robinson, D. Grover,
Augmented Reality in education–cases, places and potentials.
Educational Media International 51(1), 1-15. (2014).
3. I. Radu, R. Zheng, G. Golubski, M. Guzdial. (Augmented Reality in
the Future of Education. (Paper presented at CHI ’10, Boston, USA,
2010;
http://www.dfki.de/EducationCHI2010/web/Schedule_files/EDUCATI
ONRadu_et_al.pdf) [the easiest access to this source is by the
internet]
4. H. Beetham in Rethinking Pedagogy for a Digital Age, H. Beetham,
R. Sharpe, Eds. (Routledge, New York, 2013), pp31-48. [second
edition]
5. R. Land, G. Cousin, J.H. Meyer, P. Davies in Improving Student
Learning Diversity and Inclusivity, C Rust, Ed. (Oxford Centre for Staff
and Learning Development, Oxford, 2005), pp53-64.
6. M. Akçayır, G. Akçayır, Advantages and challenges associated with
augmented reality for education: A systematic review of the
literature. Educational Research Review, 20, 1-11, (2017).
THANK
YOURuth Clark – r.clark@lcm.ac.uk
Craig Golding – c.golding@lcm.ac.uk

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Leeds College of Music

  • 1. Using augmented reality to support learning and teaching in the recording studio environment
  • 2. Ruth Clark: Senior Learning Technologist Craig Golding: Curriculum Leader Music Production and Film Music
  • 3. • Specialist Study Core Module • Taught in small studio groups (5-6 students) • 2 hour highly practical, hands-on learning experience. www.lcm.ac.uk @leedsmusic Teaching Music Production at Leeds College of Music
  • 4.  Existing learning resources used in isolation and out of the studio environment.  Large quantities of information to absorb and complex technical skills to retain during classes  Focus on practical application of knowledge presents a barrier to higher level thinking www.lcm.ac.uk @leedsmusic Challenges of Studio Learning Environment “overemphasis upon lower order thinking in the curriculum constrains the amount of time that can be dedicated to having students think critically and utilise knowledge in creative and meaningful ways” (Bower et al.).
  • 5.  Benefits kinaesthetic and multi- modal learning styles  Support constructivist learning pedagogies  Engaging students with emerging technologies and immersive learning experience. www.lcm.ac.uk @leedsmusic Why Augmented Reality? “enable the visualisation of intangible concepts” (M. Akçayır and G. Akçayır)
  • 6. • Enlisted the services of Jisc • Matt Ramirez: – Lead AR developer • Collaborative design process www.lcm.ac.uk @leedsmusic Partnership with Jisc and design process Graphic here
  • 7.  Navigation and set up of recording console  Used existing interactive manual (Articulate) to create storyboard  Colour coded overlays  Additional information and multimedia  Required robust 3D tracking model www.lcm.ac.uk @leedsmusic First Phase of Development
  • 8. www.lcm.ac.uk @leedsmusic Second Phase of Development  Student and staff identified patch bay as challenging.  Patch bay, signal flow and relation to recording process a threshold concept  Some students demonstrated “mimicry”, following a more confident student’s lead.
  • 9. www.lcm.ac.uk @leedsmusic Second Phase of Development  AR layer that controlled functionality related to digital overlay  HTML 5 layer for user control of animated leads  Signal flow shown via animated arrows
  • 10.
  • 11. EVALUATION AND ANALYSIS OF DEVELOPMENT
  • 12. • Pilot groups observed and follow up focus groups • Ascertain effect on learning behaviours • Identify areas for development and latent technical issues www.lcm.ac.uk @leedsmusic Methods
  • 13. • Positive response from users • Tracking reliability identified as a potential barrier to uptake • Recent developments in tracking technologies were incorporated www.lcm.ac.uk @leedsmusic User response and technical barriers
  • 14. • Student’s ability to self-support and respond to technical questions increased • Enabled students to refresh their knowledge when tackling studio sessions out of class and after breaks from study • Tutors observed better knowledge retention www.lcm.ac.uk @leedsmusic Constructivist learning …an effective constructivist approach to learning as students made more “deep and lasting connections within their knowledge base” [2]
  • 15. • The combination of the visual, auditory, written and kinaesthetic elements suited students’ individual learning styles. • More effective situated learning. www.lcm.ac.uk @leedsmusic Multimodal learning “If I have a problem, I learn by fixing the problem there and then"
  • 16. • Shift in group dynamic, with less dominance of a ‘technical ringleader’. • Introvert students more engaged in the practical learning process. • There was less appearance of “mimicry” and students in participating pilot groups grasped the threshold concept of the patch bay quicker, allowing them a deeper understanding of the subject [5]. www.lcm.ac.uk @leedsmusic Effective group based learning Democratising the learning process and ensuring understanding of threshold concepts
  • 17. www.lcm.ac.uk @leedsmusic Final Project Output Graphic here  Stand-alone app  Available on student’s own devices via App store  Integrated within curriculum via scheme of work  Expansion to other curriculum areas within the conservatoire.
  • 18. References 1. L. W. Anderson, D. R. Krathwohl, Eds., A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom's Taxonomy of Educational Objectives. (Longman, New York, 2001). 2. M. Bower, C. Howe, N. McCredie, A. Robinson, D. Grover, Augmented Reality in education–cases, places and potentials. Educational Media International 51(1), 1-15. (2014). 3. I. Radu, R. Zheng, G. Golubski, M. Guzdial. (Augmented Reality in the Future of Education. (Paper presented at CHI ’10, Boston, USA, 2010; http://www.dfki.de/EducationCHI2010/web/Schedule_files/EDUCATI ONRadu_et_al.pdf) [the easiest access to this source is by the internet] 4. H. Beetham in Rethinking Pedagogy for a Digital Age, H. Beetham, R. Sharpe, Eds. (Routledge, New York, 2013), pp31-48. [second edition] 5. R. Land, G. Cousin, J.H. Meyer, P. Davies in Improving Student Learning Diversity and Inclusivity, C Rust, Ed. (Oxford Centre for Staff and Learning Development, Oxford, 2005), pp53-64. 6. M. Akçayır, G. Akçayır, Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11, (2017).
  • 19. THANK YOURuth Clark – r.clark@lcm.ac.uk Craig Golding – c.golding@lcm.ac.uk

Editor's Notes

  1. CG Explain a little about what LCoM is
  2. CG . M. Bower, C. Howe, N. McCredie, A. Robinson, D. Grover, Augmented Reality in education–cases, places and potentials. Educational Media International 51(1), 1-15. (2014).
  3. 6. M. Akçayır, G. Akçayır
  4. CG/MR
  5. Building on existing work and identified issues with teaching in the studios CG/MR
  6. RC/CG CG - Patch bay explanation RC - A threshold concept is a concept that is “fundamental to ways of thinking and practising in that discipline” and can transform a student’s understanding of a subject [5]. A struggle to grasp a threshold concept can result in a state of limbo that leads to students either; presenting a partial understanding and demonstrate a type of “mimicry” or becoming frustrated and potentially dropping out of the course [5]. With this in mind following student and staff feedback, the patch bay and signal flow was identified as the next concept suitable for AR development.
  7. MR
  8. (silent video and talk over) MUTE CG Traditional method physical and white board augmented  Student can select confit to be displayed Holding above it recognises the patch bar  Animated leads in the holes Arrows showing signal flow  Move around. Maintains perspective  freeze tracking feature enables use of still image whilst maintaining animated signal flow Different configurations 
  9. RC The initial impact of the technology during each phase was observed in pilot sessions conducted with a group of first year undergraduate students. Students were asked to undertake the following tasks: identify specific areas of the console, describe functionality and demonstrate processes using the app. Following the pilot stage, a focus group was used to ascertain the effect of the AR app on learning behaviours within and outside the classroom. The focus group also identified further areas for development and any latent technical issues.
  10. RC/MR In general the student reactions to the app were positive, however the accuracy of the overlays “latching on” to the objects sometimes presented a barrier. It is essential that tracking in AR is as accurate and consistent as possible to ensure students continue to engage with the technology. This has historically been the biggest barrier to mainstream adoption [2, 6] but recent tracking breakthroughs such as simultaneous localization and mapping (SLAM) which simultaneously track the user’s location in an environment to update the pose estimation of the 3D displayed elements have improved effectiveness. New techniques combined with other tracking methods such as edge based tracking have allowed stable tracking to be implemented in environments that were previously highly problematic. Tracking does seem to be more effective where environments can be managed so that objects and layout closely resemble conditions where testing has proven successful. Refining the accuracy through the testing and collaborative design process contributed to the extended length of the project.
  11. RC It was observed that students’ ability to self-support and respond to specific technical quandaries increased. Students identified that the app enabled them to refresh their knowledge when tackling studio sessions out of class and after breaks from study (after vacations for example). Tutors noticed that students were quicker to retain the knowledge when using the app and there was less need to recap previous lessons teaching in class time. This evidences an effective constructivist approach to learning as students made more “deep and lasting connections within their knowledge base” [2] and allows them to start to develop higher level thinking towards the subject.
  12. RC Students within the focus groups identified the combination of the visual, auditory, written and kinaesthetic elements suited their individual learning styles. Using the app within the context of the learning environment (which in turn reflects the professional environment), whether formal or informal, enabled more efficient situated learning. One participant commented that “If I have a problem, I learn by fixing the problem there and then", something the AR app enabled.
  13. RC Academic staff identified that using the app within the scheme of work and reinforcing its use encouraged parity of ability. Previously studio groups had usually formed a team hierarchy with the dominance of a “technical ringleader”. The use of the app enabled other participants to engage more in the technical processes and allowing the group as a whole to engage more in higher levels of thinking. There was less appearance of “mimicry” and students in participating pilot groups grasped the threshold concept of the patch bay quicker, allowing them a deeper understanding of the subject [5]. Students within the focus groups also acknowledged that use of the app improved the confidence of their peers who may feel dominated by other group members’ personality or existing ability.
  14. CG/RC/MR