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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Analytical review of augmented reality MOOCs</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>ov F. P</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Kryvyi Rih National University</institution>
          ,
          <addr-line>11, Vitaliy Matusevych Str., Kryvyi Rih, 50027</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic Institute”</institution>
          ,
          <addr-line>37, Peremohy Ave., Kyiv, 03056</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>0000</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>The aim of the article is to provide an analytical review of the content of massive open online courses about augmented reality and its use in education with the further intent to create a special course for the professional development system for the research and teaching personnel in postgraduate education. The object of research is massive open online courses. The subject of the study is the structure and content of augmented reality MOOCs which are offered by acclaimed providers of the world. The methods of research are: the analysis of publications on the problem; the analysis of MOOCs' content, including observation; systematization and generalization of research information in order to design a special course about augmented reality for the system of professional training and retraining for educators in postgraduate education. The results of the research are the following: the content and program of specialized course “Augmented Reality as a Storytelling Tool” for the professional development of teachers. The purpose of the specialized course is to consider and discuss the possibilities of augmented reality as a new direction in the development of educational resources, to identify its benefits and constraints, as well as its components and the most appropriate tools for educators, to discuss the problems of teacher and student co-creation on the basis of the use of augmented reality, and to provide students with personal experience in designing their own stories and methodical tools in the form of augmented books and supplementary training aids with the help of modern digital services.</p>
      </abstract>
      <kwd-group>
        <kwd>massive open online courses</kwd>
        <kwd>augmented reality</kwd>
        <kwd>augmented books</kwd>
        <kwd>professional training and retraining</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Augmented reality is considered a world trend. Tim Cook, executive director of Apple,
says he believes more in the success of augmented reality, rather than the virtual reality,
since the former allows people to use new technology and stay in the real world; and
he considers the augmented reality to be as “a great idea as smartphones” [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ].
___________________
Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License
Attribution 4.0 International (CC BY 4.0).
Augmented reality allows you to combine the real world with virtual objects and
possesses vast and diversified didactic learning opportunities. Use of augmented reality
in education has been analyzed by numerous Ukrainian researchers, for instance
Yevhenii O. Modlo and others presents using technology of augmented reality in a
mobile-based learning environment of the higher educational institution [17; 18; 30];
Tamila H. Kolomoiets and others describe the use the augmented reality in teaching
global reading to preschoolers with autism spectrum disorders [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], Pavlo P.
Nechypurenko and others analyzed augmented reality in chemistry education [19; 20].
      </p>
      <p>Consequently, we consider it very important tasks to train teachers to use it in the
classroom.</p>
      <p>UNESCO’s motto “Lifelong Learning” suit educators better than anybody else,
since, despite their long working hours, sometimes lack funds and opportunities for
official retraining, but should always remain at the top of education and research work,
constantly updating the content of training programs in accordance with innovative
educational processes and changes taking place in the world.</p>
      <p>
        While solving the scientific problem of training educators for using the augmented
reality in education, the following main results were obtained in past author works: the
potential of the massive open online course (MOOC) phenomenon as an alternative
form of teacher training (Coursera, Udacity, edX, etc.) was analyzed [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], the facet
classification of the MOOCs was offered [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], the fundamentals of the specialized
course “Digital Storytelling in Adult Education” were designed [22; 25], the form of
co-creation of teacher and students in the educational environment was described [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Research objective and methods</title>
      <p>Therefore, the aim of the article is to provide analytical review of the content of massive
open online courses about augmented reality and its use in education with the further
intent to create a specialized course for the system of professional training and
retraining for educators in postgraduate education.</p>
      <p>The methods of research are: the analysis of the publications on the problem; the
analysis of the content of MOOCs about augmented reality, including observation;
systematization and generalization of research information in order to develop a
specialized course about augmented reality for the system of professional training and
retraining for educators in postgraduate education.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Results and discussion</title>
      <p>
        MOOC (massive open online course) is a kind of online course in which a large number
of participants (up to 50,000) can participate, with open access to all materials via the
Internet. The most well-known providers of massive online open courses are Coursera
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], Udacity [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], edX [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], FutureLearn [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], the Ukrainian projects are: Prometheus [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]
and Ed-Era [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Ed-Era focuses precisely on secondary education.
      </p>
      <p>
        Researchers distinguish two kinds of MOOC, conventionally referred to as xMOOC
and cMOOC [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
      </p>
      <p>The prefix “c” in the cMOOC name refers to “connectivism”, and such courses
include George Siemens, Stephen Downes et al. [2; 28]. In connectivism’s courses,
knowledge is created and generated as a result of course participants processing large
volumes of unstructured information; such courses are a private initiative of individual
members of the teaching community, and are usually not funded.</p>
      <p>The second category of MOOCS, xMOOC, includes projects such as Coursera,
Udacity, edX. Such courses are mostly content-oriented. They contain videos,
questionnaires, tests; the educational information is clearly structured, and mandatory
student knowledge control and duplication of knowledge is present.</p>
      <p>Let us look at the content of some of the most recent MOOCs about the augmented
reality (table 1).
No</p>
      <p>MOOC</p>
      <p>Platform</p>
      <p>Software of Augmented Reality</p>
      <p>Brief Description
technology’s, history,
limitations and future
potential for improvement.</p>
      <p>Let us study these courses in more detail.</p>
      <p>The first course “Getting Started with Augmented Reality” includes the following 5
modules:
─ Introducing Mixed and Augmented Reality
─ Augmented Books
─ Augment Your City Map
─ Augmented Reality with Geolocation
─ Customizing an Augmented Reality Game</p>
      <p>Module 1. Introduction to mixed and augmented reality. The basics of understanding
when working with computers and complementing reality, the basic characteristics of
AR systems and the basic components of AR architecture.</p>
      <p>Module 2. In this module, the user will create augmented reality application 
augmented book with authoring tool (Fig. 1).</p>
      <p>Module 3. In this module the user will build the application, in which a 3D model is
added to a city map.</p>
      <p>Module 4. This module is about the creation of augmented reality application –
geolocalized quiz (Fig. 2).</p>
      <p>Module 5. This module is about understanding the ARAF format for quiz and
changing the behavior of this application.</p>
      <p>
        The 5th module of the 21st Century Learning course [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] is dedicated to virtual and
augmented realities. Students need to learn how to distinguish between games, serious
games, gameplay, virtual worlds, and augmented reality. The module demonstrates
using games as learning tools and changing people's behavior, as gaming can inspire
students; exploring virtual worlds and virtual reality as learning environments;
augmented reality as a learning tool for the future. The course uses interesting videos,
such as dinosaurs at the mall (from National Geographic [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]).
The activity of the students in the course is to participate in the discussion and to
describe their personal experience. At the end of each week, one of the developers of
the course in the blog summarizes the results of the discussion. In the discussion,
students list the applications they worked with, such as Sky Map, as well as zoo burst
(http://inform-lider.blogspot.com/2013/10/3d-zooburstcom.html). This course can be
categorized as cMOOC.
      </p>
      <p>
        The second week of the course of the Internet of Things &amp; Augmented Reality
Emerging Technologies [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] on Coursera platform is dedicated to the augmented reality.
Lectures cover the purpose and main functions of the AR. The characteristics and a
brief history of virtual and supplemented reality are presented, some definitions of AR;
AR technology and directly the process of AR and its stages are given. Tests that check
the understanding of the lecture material are offered (Fig. 3).
      </p>
      <p>
        Thus, the course consists of the following elements: video lectures with built-in
questions, tests that help to recall and review the lecture material, a list of further
reading, which for the second week of the course consists of only one article, which is
indicated as optional [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. There are no practical tasks in the course.
      </p>
      <p>
        The Zappar Powered STEM Learning Using Augmented Reality 2016 is based on
the use of ZapWorks software. ZapWorks is a complete AR toolkit created by Zappar
[
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. It allows different users to create their own AP experience. ZapWorks includes
three tools: widgets, designer and studio. In this online course, a simple “Designer” tool
is used (Fig. 4).
      </p>
      <p>The course consists of 9 small simple modules: 1) introduction to the course; 2) what
is added to reality; 3) the objectives of the course; 4) introduction to ZapWorks;
5) creation of a ZapWorks account; 6) explanation of the cycle of water circulation
(Fig. 5); 7) preparation and planning of the poster; 8) designing a poster; 9) the
experience of creating an augmented reality. Each module contains a brief video
lecture, its text summary, and tests.
The sequence of creating augmented reality in this course is as follows:
1. choice of own multimedia content and decision on how it will be presented;
2. adding button images, video, links, audio;
3. adding different “scenes” that are similar to slides in PowerPoint;
4. adding conversions so that content is displayed in a variety of ways;
5. adding actions to allow users to interact with the content.</p>
      <p>
        The authors also provided small guidance for 4 lessons on the use of this tool in 5th and
6th grade secondary schools [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ].
“Introduction to Augmented Reality and ARCore” [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] teach the fundamentals of
augmented reality and how to build an AR experience using ARCore. The 4 units of
course are: “Introduction to AR”, “The basics of AR functionality”, “Taking the next
steps with ARCore”, “Bringing ARCore to life”. The course is great for beginners who
are just getting started with AR or ARCore. Authors consider advanced 3D design tools
like Maya, Zbrush, Blender, and 3ds Max powerful professional tools; and Google’s
Poly (repository of 3D assets) can be a good starting resource for building first ARCore
experience. In the course next resources proposed: Poly, Tilt Brush, Blocks, Google
Development Portal, Unity, Sceneform. The users must fill the spreadsheet and describe
the technology they learn about (Fig. 6).
      </p>
      <p>The topics on course discussion forum are: “Looking to the future of augmented
reality”, “Understanding AR essentials”, “Thinking about your users”, “Your own AR
journey”.</p>
      <p>
        “Introduction to XR: VR, AR, and MR Foundations” [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] is the first of the three
planned courses in Unity's XR Specialization. This course is an introduction to XR (AR,
VR, and MR), and briefly describes each technology, its history, limitations and future
potential for improvement. The users will create two simple applications on their own
smartphone: a virtual reality museum and a handheld augmented reality application.
The user will brainstorm, define, and visualize their own original concept for an XR
application and participate in a peer-reviewed activity. There are peer-graded
assignments: brainstorm XR application ideas and XR product brief.
In the Table 2 we present some features of Coursera’s MOOCs about augmented reality
(as in January, 2019). All of the courses are introduction courses and not oriented
towards educators. We think, it’s possible to use the fragments of these courses in the
framework of blended education of educators.
Course Score Ratings Reviews
Introduction to Augmented Reality and ARCore 4,4 495 150
Introduction to XR: VR, AR, and MR Foundations 4,8 6 2
Getting started with Augmented Reality 4,3 133 30
Taking into account the purpose of our article, that is the development of the content of
the special course for educators on the use of additional reality in the educational
process, we offer the augmented books as a practical component. An augmented book
represent a physical or digital copy of a traditional book that contains text and
illustrations, and which is connected to additional, non-traditional content through the
technology of augmented reality. When the reader accesses the book page for which
additional content is specified, the smartphone or other device reads it and displays this
additional content on the screen. Additional content may represent a simple image,
video file or audio recording, and also be complex, representing animation, play, or
interactive activity.
      </p>
      <p>Researches place the augmented books between virtual and mixed reality books on
the corresponding reality  virtuality continuum, presented in Fig. 7.</p>
      <p>The author module “Augmented reality as a tool for storytelling” consist of next
blocks:
─ thematic plan of the module (Table 3);
─ content of the module by themes;
─ lecture plans;
─ plans of practical classes;
─ independent work of students;
─ practical tasks for self-control;
─ recommended reading.
“Augmented Reality as a Storytelling Tool” lecture plan</p>
      <p>
        Determining reality-virtuality continuum. Virtual reality. Augmented reality. Mixed
reality. Examples of application of augmented reality in various industries. Augmented
reality in education. Massive open online courses on augmented reality. Tools and
platforms used in the augmented reality landscape. Digital storytelling in adult
education. Augmented reality as a storytelling tool.
1. participate in discussion of “Introduction to Augmented Reality and ARCore” course
discussion forum in the following topics: “Looking to the future of augmented
reality”, “Understanding AR essentials”, “Thinking about your users”, “Your own
AR journey”;
2. create a sample augmented book about Maria Primachenko’s artwork (according to
the guidelines of course “Getting started with Augmented Reality”);
3. analyze the video about an augmented book from Ukrainian company Live
Animations &amp; Little Hippo. The company has released 4 world-famous children’s
books with Little Hippo: “Little Red Riding Hood”, “Three Little Pigs”, “Velveteen
Rabbit”, “Masha and the Three Bears” [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ];
4. find and analyze some augmented books according to the professional interests of
the student;
5. discuss how augmented reality can help the following: 1) allow student to construct
their own understanding or experience in a content area; 2) facilitate collaborative
activities in which students work together in small groups; 3) promote in-class
discussion; 4) help learn problem-solving and critical thinking skills; 5) help
understand complex ideas; 6) introduce student to new content [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ];
6. design and create a fragment of their own textbook with augmented reality.
We believe that an augmented textbook is a new educational tool, it can contain
fragments of video lectures, electronic pads such as Padlet, augmented quizzes,
animated tours in the history of the problem being studied, in-depth exercises, and so
on.
      </p>
      <p>
        We also think that the use of additional reality technology will facilitate the
cocreation of students and teachers. We understand co-creation [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] as a joint creative
activity of a teacher and a student, aimed at developing the educational environment
and ourselves in this environment. Because “the environment begins where their
meeting occurs and where they jointly develop or build something” [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ].
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Conclusions</title>
      <p>Thus, the augmented reality can provide modern education with new didactic
measurements and tools at the teacher and student level, contribute to a better
understanding of complex topics, visualize hidden processes, which makes it acceptable
for adults and people with disabilities. On the basis of the analysis of the content of the
massive open online courses about augmented reality offered by well-known providers
of the world, the author’s specialized course “Augmented Reality as a Tool for
Storytelling in Adult Education” is proposed for the system of professional training and
retraining of teachers. The purpose of the special course is to consider and discuss the
possibilities of augmented reality as a new direction in the development of educational
resources, to identify its benefits and constraints, the components and the most
appropriate tools for educators, discuss the problems of teacher and pupil co-creation
on the basis of the use of augmented reality, and to provide students with personal
experience in designing their own stories and methodical tools in the form of
augmented books with the help of modern digital technologies.</p>
      <p>The further development of the study is seen in the analysis of the specialty Unity
XR on the platform Coursera as well as looking for ways to integrate augmented reality
into existing learning management systems.</p>
    </sec>
  </body>
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