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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Augmented Reality technology as a strategy to enhance learning of spatial astronomy concepts in the 7th grade</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Inês Mendes</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>DigiMedia, Aveiro University</institution>
          ,
          <addr-line>Campus Universitário de Santiago, Aveiro, 3810-193</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Proceedings of the Doctoral Consortium of the 19th European Conference on Technology Enhanced Learning</institution>
          ,
          <addr-line>16th</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Understanding basic astronomical concepts requires spatial thinking, particularly the ability to imagine and interpret 3D models. Difficulties in fully comprehending these concepts can adversely affect students' understanding of educational content and their attitudes towards science, leading to persistent misconceptions in astronomy. This study aims to develop an educational conceptual model to understand, frame and guide the process of incorporating Augmented Reality technology into 7th grade astronomy teaching. Based on the Educational Design Research methodology, fieldwork will be carried out involving experimental and control groups. The impact of the experience will be analysed, namely in terms of students' performance, motivation for learning and overcoming diagnosed misconceptions.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Augmented Reality technology</kwd>
        <kwd>spatial thinking</kwd>
        <kwd>misconceptions</kwd>
        <kwd>astronomy</kwd>
        <kwd>7th grade 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Studying astronomy concepts with a high degree of
abstraction requires spatial thinking skills [1]. Due to
that, difficulty in fully grasping these complex concepts
can have a negative impact on both the understanding
of educational content and students' attitudes towards
science, fuelling lasting misconceptions in astronomy
[2], [3].</p>
      <p>
        Given this problem, using Augmented Reality (AR)
in education context may be the key to enhance a better
perception of spatial thinking and therefore of
astronomical phenomena [
        <xref ref-type="bibr" rid="ref6">4</xref>
        ]. Besides that, using AR
technology in education has demonstrated to attract a
lot more attention and interest from the students,
motivating them to learn [
        <xref ref-type="bibr" rid="ref7">5</xref>
        ].
      </p>
      <p>Thereby this study aims to investigate which
characteristics an educational experience that
incorporates AR technology should have, in order to
qualify the learning experience of astronomy spatial
concepts, in terms of students’ attitudes, misconceptions
overcoming and academic achievements.</p>
      <p>It is worth to be mentioned that the motivation to
carry out this research, as well as its thematic
delimitation, results mainly from the reality felt by the
main researcher of this study, as a physics teacher, with
fifteen years of teaching experience, and direct observer
of this problem with her students, namely their difficulty
in perceiving 3D models of the stars, as well as the
underlying phenomena.</p>
      <p>The following theoretical background is presented,
the problem, research question and goals are identified,
the phases and methodology to be used are detailed, as
well as the progress so far.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Theoretical Background</title>
      <p>In order to understand the research being carried out,
the following explore the importance of learning
astronomy, how misconceptions in this field can affect
the learning process and how AR can support to
overcome (or prevent) these misconceptions.</p>
      <sec id="sec-2-1">
        <title>2.1. Know Astronomy. What for?</title>
        <p>
          Astronomy has not only always sparked man's interest,
it has also helped him to understand the Universe that
surrounds us, so it is understood that its history involves
a period of time as old as human origins [
          <xref ref-type="bibr" rid="ref8">6</xref>
          ].
        </p>
        <p>
          Technological development has led to a change in
the paradigm of astronomy, which is now a science that
studies the Universe origin and evolution [
          <xref ref-type="bibr" rid="ref9">7</xref>
          ]. Investing
in astronomy is investing in the future, since the
instrumentation and computer skills applied to this
science fosters skills crucial for success in a
technologydriven workforce.
        </p>
        <p>
          In Portuguese curriculum, 7th grade students need
to understand (among other subjects) the structure of
the solar system, rotation and revolution of earth and
moon, and their impact on life on earth (and in their own
lives) [
          <xref ref-type="bibr" rid="ref10">8</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Misconceptions in Astronomy</title>
        <p>
          Studying astronomy can be self-motivating, due to its
aesthetic beauty and the curiosity to understand the
universe around us [
          <xref ref-type="bibr" rid="ref11">9</xref>
          ], still, understanding astronomical
phenomena requires the ability to imagine and interpret
3D models, most often represented in 2D form (e.g. in
books), and to follow their movement in
threedimensional space, which Cole et al. [1] d efines as
“spatial thinking skills”. Indeed, astronomy topic
categorize to science macro, in that sense, the objects
being discuss here are very large and abstract. Regard to
this, 7th grade students use their perceptual and
cognitive abilities to build mental models, combining
what they are currently learning with what they have
previously learnt [1]. However, these models are not
always in line with what is scientifically accepted today,
causing persistent misconceptions [2], which Comins
[10, p.56] define as “any deeply held belief that is
inconsistent with currently accepted scientific
concepts”. This author emphasizes how the existence of
these beliefs does not mean that his students are not
intelligent, reinforcing that it is inevitable as we all
develop alternative ideas about the natural world.
        </p>
        <p>
          To prevent these alternative ideas from affecting
the learning process, Cox et al. [
          <xref ref-type="bibr" rid="ref13 ref3">11</xref>
          ] state that teachers
first need to be aware of these alternative ideas, and
Slater et al. [
          <xref ref-type="bibr" rid="ref14">12</xref>
          ] reinforce the importance of diagnostic
assessment for students. Both authors identify that a
common misconception on this field is students’ belief
that the seasons result from the changing Earth-Sun
distance, having Slater et al. [
          <xref ref-type="bibr" rid="ref14">12</xref>
          ] pointed out that
students explain the phases of the Moon in terms of the
Earth blocking the Sun’s light, which creates a shadow
across the Moon.
        </p>
        <p>Misconceptions, frequently based on common
sense, are deeply rooted, so the promotion of conceptual
change needs a clear confront with it evidencing the gap
that needs to be surpassed.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Augmented Reality to support spatial thinking</title>
        <p>
          Given that understanding astronomical phenomena
requires spatial thinking skills and the ability to imagine
and interpret 3D models, there is a clear need to enrich
students’ learning environments, to amplify their visual
and intellectual engagement, which can be achieved
through the use of technology [
          <xref ref-type="bibr" rid="ref15">13</xref>
          ]. AR is a technology
that provides a means and brings the opportunity to
visualize objects in 3D and its study in their entirety,
having demonstrated to be far more effective than
learning with 2D objects or models [
          <xref ref-type="bibr" rid="ref6">4</xref>
          ], [
          <xref ref-type="bibr" rid="ref16">14</xref>
          ].
        </p>
        <p>
          Sahin et al. [
          <xref ref-type="bibr" rid="ref15">13</xref>
          ], observed in controlled groups of
students, that when the contents were taught using AR,
they were more effectively learned than with
conventional teaching-learning methods. It was
observed that the levels of interest and positive attitude
towards the lesson and its content were much higher
when using AR technology. In the same study, it was
concluded that with the use of AR, students were able to
visualize physically abstract concepts through virtual
objects in 3D, and therefore in a much more enjoyable
teaching-learning process, resulting in better school
results. Besides the ability to improve spatial thinking,
the use of AR technology in education attracts a lot more
attention from the students, motivating them to learn
[
          <xref ref-type="bibr" rid="ref7">5</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Problem, Research Question and Goals</title>
      <p>Considering the arguments set out in the previous
chapter, the research problem arises from the difficulty
in visualizing abstract concepts and spatial cognition
associated with learning of astronomical phenomena.</p>
      <p>Assuming that spatial cognition impacts the
understanding and visualization of abstract
astronomical concepts, namely seasons and moon
phases, this study aims to investigate how the use of AR
technology can be configured as an effective
pedagogical approach to improve the understanding and
visualization of these abstract concepts, in order to
enhance the teaching-learning process in the field of
astronomy. In this way, we seek to answer the
overarching Research Question (RQ):</p>
      <p>How can Augmented Reality technology qualify the
educational experience of astronomy spatial concepts in
the 7th grade, in terms of students’ attitudes,
misconceptions overcoming and academic achievements?</p>
      <p>Throughout the research, we will address the
following three working questions:</p>
      <p>RQ1 What are teachers’ perceptions of students’
misconceptions in astronomy?</p>
      <p>RQ2 What are teachers' perceptions of the use of
AR in astronomy teaching?</p>
      <p>RQ3 What features should an AR technology have
to overcome the identified difficulties?</p>
      <p>Thus, the main goal of this investigation is to
develop a conceptual model on the educational
experience of astronomy based on AR technology. To
this end, an educational experience with the
incorporation AR will be design, developed and
evaluated, which hopefully will make it possible to
improve the understanding of specific
phenomena/concepts in the “Space” domain, that are
included in the 7th grade astronomy teaching activities.</p>
    </sec>
    <sec id="sec-4">
      <title>4. PhD Plan</title>
      <p>In order to answer the identified RQ, a study was
orchestrated (nationwide) in close proximity to the
educational process main players. For the topic under
study, these were the students attending the 7th grade
and the physics teachers teaching this subject. Below,
we have the phases of the study and the follow
methodology approach.
-up</p>
      <sec id="sec-4-1">
        <title>4.1. Phases</title>
        <p>In terms of research design, this study is framed within
sequential exploratory research of three phases (with
their respective stages): exploratory study, prototyping
and analysis.</p>
        <sec id="sec-4-1-1">
          <title>4.1.1. Exploratory study</title>
          <p>In the first stage ( S1) of the study a theoretical
framework was drawn up, surveying existing digital
technologies to support the teaching of these concepts,
considering digital resources suitable for the
introduction, exploration and consolidation of this
domain.</p>
          <p>As part of the research, an exploratory cycle ( S2)
was carried out (in a real classroom context, with 7th
grade students and their teacher) to prepare the
educational experience for the next stages, in which an
exploratory prototype of an AR application was
designed, developed and evaluated (in the context of a
partnership and (first) master's degree supervision). This
proof of concept made it possible to understand the main
aspects, limitations and challenges of the real interaction
environment, and was a crucial exploratory stage for
subsequent decisions.</p>
          <p>This was followed by a stage to characterise the
educational experience of teaching astronomy in the 7th
grade (S3), and consisted of two moments: the teachers’
questionnaire and the focus group.</p>
          <p>The aim of the questionnaire was to understand
teachers' organisational practices (in terms of strategies
and resources) with regard to the teaching and learning
of astronomy concepts taught in the 7th grade, to
identify the main difficulties associated with teaching,
and to understand teachers' perceptions on the use of
digital technologies to optimise the teaching and
learning process. Descriptive and inferential statistics
were the data analysis techniques for this quantitative
approach, with the support of IBM SPSS analysis
software. After analysing the answers to the
questionnaire, a second cycle was implemented, this
time by consulting experts (physics teachers with
teaching experience on the topic under study) using the
focus group technique. The data collected from this
qualitative approach was analysed with the Thematic
analysis technique.</p>
        </sec>
        <sec id="sec-4-1-2">
          <title>4.1.2. Prototyping</title>
          <p>Considering the decisions made in the previous phase,
the prototyping phase of the study began, with the core
aim of designing, developing and evaluating the
educational experience, including a prototype using AR
technology.</p>
          <p>In the design stage (S4), the didactic specifications
of the educational experience were defined, such as the
educational content to be analysed in the study with the
students, as well as the expected learning. With the
implementation of the experiment in mind, and mentally
anticipating the desired results in order to formulate the
theoretical assumptions, we reflected on and planned
the sequence of the educational experiment, for example
by producing sketches of the teaching and defining the
characteristics of the pre - and post-test to be
implemented. Bringing the AR immersion innovative
component to this experience, a functional AR prototype
was designed as part of a (second) supervision of a
master student’s project. Through regular team
meetings, and combining with the constructs that
emerged from the teachers’ questionnaire and focus
group, the application's graphic and functional
specifications were defined, with low-fidelity validation.
Summing, it was deliberated the users’ learning
goals/objectives, learning approach and tasks/activities.</p>
          <p>Implementing what was conceptualised (S5) in the
previous stage, the entire educational experience is
being developed to translating the theoretical
assumptions into projects, such as producing the
teaching scripts to be used by the students, drawing
up/adapting the (pre/post) questionnaire for
implementation of the study, drawing up observation
grids, as well as specifying the timings of the
implementation of the study, taking into account the
specifications of the school calendar.</p>
          <p>Linked to the technology materialisation to be
used during the experiment, a process marked by
evaluation and revision are taking place, through several
working meetings with the research team, to build and
refine the prototype to be used in the intervention. A
high-fidelity evaluation of the prototype will then be
carried out, using a convenience sample and checklists
for verification.</p>
          <p>Before carrying out the evaluation with the end
users, the educational experience will be trialled with
the focus group teachers and students.</p>
          <p>In this final phase of prototyping (S6), what had
been developed will be transformed into practical action
and the effectiveness of the intervention will be tested.
During the evaluation stage, both the experimental and
control groups of 7th grade students will be assessed
while the educational experiment is implemented in an
actual classroom context.</p>
          <p>A testing technique will be used whose data
collection instruments will be the pre- and post-test
questionnaire (to gauge knowledge acquisition in the
area under study), field notes and observation grids
(collected during and after the lessons being analy sed)
and multimodal student records (such as worksheets).
During this implementation stage, the study will try to
collect data on the process of student interaction with
the AR technology developed in order to gauge student
motivation (motivation test), the degree of interaction
ease with the technology, as well as overcoming
previously diagnosed difficulties. It will also try to
understand the students' level of spatial thinking (spatial
thinking test).</p>
        </sec>
        <sec id="sec-4-1-3">
          <title>4.1.3. Analysis</title>
          <p>Correlating the data collected in the two previous
phases, this stage (S7) of the empirical study will analyse
and reflect on the impact of the educational experience
on student performance. It is believed that this
correlation will make it possible to draw fruitful
conclusions and will bring the data needed to draw up
the instructional design model.</p>
          <p>In chronological order, the stages overview of the
empirical study is displayed in Table 1.</p>
        </sec>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Methodology approach</title>
        <p>
          Given the dynamic nature of the educational context and
the complexity of inherent variables, this study was
strongly influenced by Educational Design Research
(EDR) approaches, which stems from the search for
innovative educational strategies. EDR uses research as
a form of intervention based on the environment in
which it takes place [
          <xref ref-type="bibr" rid="ref17">15</xref>
          ], aiming to present practical
solutions with effective changes, therefore producing
scientific knowledge [16]. Considering that this
methodology is based on iterative development cycles,
in this research stages S1-S3 correspond to a first cycle
and S4-S6 to a second cycle.
        </p>
        <p>Any research presumes the construction of new
knowledge, and it is essential to choose the method for
understanding the reality to be investigated.
Considering this, the research has a mixed
epistemological position, sharing some features of the
interpretive paradigm (since the research team had a
participatory position at the early stages S1-S3) and
others of the post-positivist paradigm (totally
independent of the observer, resulting from a</p>
        <p>Phase
☆ Exploratory study
☆ Prototyping the educational experience
☆ Analysis and reflection
comparative and objective analysis between control and
experimental groups, S6-S7) [16].</p>
        <p>An overview of the context, the boarded research
gap, the research question, goals, planned contributions
and planned evaluations can be found in Figure 1.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Progress so far</title>
      <p>At this point, the author had already conducted the
stages S1, S2, S3 and S4, and is currently conducting the
stage S5.</p>
      <p>Regarding S1, and considering only free resources,
the review showed that there is a gap of digital
technologies to support the educational process of basic
astronomy concepts. Actually, it was found that some
applications support students’ motivation and arouse
interest, but they are not designed to support abstract
concepts teaching (with scientific accuracy). Particularly
regarding to AR technologies for astronomy, the gap is
even wider. Even though, from this survey, it was
possible to collect some beneficial functional and
graphic specifications, guiding future necessary
decisions, particularly those related to learning
management components to be integrated into the
technology to be developed.</p>
      <p>Regarding stage S2, dimensions related to
exploratory prototype usability were evaluated, in the
context of Day and Night specific school curriculum. An
android prototype was created using Unity 3D and
Vuforia Augmented Reality library. The application was
designed to be used by 7th grade students (sample of 16
students) during a physics class (Figure 2), considering
the use of mobile devices, with the AR prototype
previously installed. Analysing the data collected from
the usability test, it was possible to note that:
•
•</p>
      <p>Although all students presented technological
skills, it was noticeable that not all were familiar
with AR technology;
Based on the responses from the post-test and
direct observation, students' interaction with
technology was overwhelmingly positive and
enthusiastic to the use of this technology;</p>
      <p>Stage
S1. State of the art survey
S2. Exploratory prototype
S3. Characterisation of the educational experience
S4. Design
S5. Development
S6. Evaluation
S7. Analysis of results
•
•</p>
      <p>Students referred the visualization of the Earth as
a 3D object easier to understand because of the AR
possibility of interaction, so they could see the
other side of the Earth not having to imagine– “(in
2D) you don't understand where the light goes"
[17, p.257];
Overall, AR technology is easily accessible to
students of this age group, facilitates 3D
visualization, and promotes motivation in the
school content covered.</p>
      <p>To characterising the experience stage (S3), it was
developed and validated (with a pilot test) a closed and
structured questionnaire, categorised by four
dimensions:
1. Socio-professional context;
2. Organisational practice;
3. Teaching/learning astronomy issues;
4. Digital resources and astronomy teaching and
learning optimisation.</p>
      <p>This data collection instrument was sent to the
(middle and secondary) school Portuguese physics
teachers in an online format (LimeSurvey), and 381
answers were considered for analysis (10,1% of the
physics teachers teaching in Portuguese public schools
in 2021/22). From the statistical analysis, stands out that
(teachers' perspective):
•
•
•
•
•
•
•</p>
      <p>The factors that most affect the learning of the
"Space" domain are the lack of students'
commitment/attention and the difficulty of
visualising the stars and their 3D phenomena;
The three curricular contents that are most
difficult for teachers to teach, are "Seasons",
"Distinguishing between the weight and mass of a
body" and “Eclipses”;
When asked how often they used digital
technologies to support their teaching, 87,7% of
teachers said they used them at least once a week
or in every lesson;
When asked about their opinion on the use of
mobile devices in the classroom, 68,7% of teachers
agreed or totally agreed;
When asked about their familiarity with AR
technology, it was found that 40,7% of the teachers
had little or no familiarity at all, with only 23,4%
claiming to have used it in educational contexts;
58,6% of teachers stated that the reason for not
having used AR was because they were "unaware
of related technologies";
34,6% of teachers consider it likely or very likely
that they would use AR technology when teaching
"Space" contents.</p>
      <p>A second stage to characterise the experience took
place with the implementation of a focus group (through
video conference), which brought together five physics
teachers, teaching in different geographical areas of the
country and with the minimum of eight years of
teaching experience on the topic under study. The
master student (frontend web and app developer), as
member of the research team, also took part in the
session. This focus group was structured using a
carefully prepared script. Using the observation grid and
the audio recording of the session, the data collected was
analysed using Thematic analysis, and the following
deliberations and conclusions emerged:</p>
      <p>Considering that the "Seasons" is one of the most
difficult topics for students, it was unanimously
agreed that it could most benefit from the use of
AR in teaching, due to its ability to facilitate 3D
visualisation;
It was reinforced that the narrative adopted for the
technology should not be too infantilised,
preventing students from becoming demotivated;
For the implementation in the classroom, three
moments have been suggested: a first one where
students are exposed to AR prototype, allowing it
to be explored freely, to arouse interest and
motivation, starting from a guiding problem
question; a second moment where teachers will
make use of more "traditional" teaching strategies,
such as textbooks and videos; and a third moment
where students interact with the prototype again,
this time in a guided way, working in groups to
consolidate the knowledge acquired;
Realising the need to diversify teaching
methodologies in order to maintain student
interest and promote more effective learning, the
following methodologies were suggested: flipped
classroom; problem-based learning; and
collaborative learning.</p>
      <p>Based on the state of the art carried out in S1, on the
main limitations and challenges identified in the
exploratory prototype S2, as well as considering the
main conclusions of the questionnaire and focus group
S3, the prototyping phase began with the de sign of the
educational experiment (S4). The topics selected for the
study were “the seasons”, but also the “the moon
phases”, as these were the ones where the students could
benefit most from 3D visualisation. The didactic
specifications suggested in the focus group were
considered for this design, such as the concern with the
narrative, the teaching sequence and the teaching
methodologies to be adopted. The didactic guide outlines
were designed considering e.g. presentations, videos,
worksheets, quizzes. The functional design of the AR
prototype was implemented (Figure 3), with a
lowfidelity validation, using a convenience sample.</p>
      <p>Finally, an educational experience is currently being
developed (S5), considering the integration of an AR
prototype, which has been named AstroAR.</p>
      <p>These are the stages taken so far, and the following
steps are:</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>This PhD research is funded by the Portuguese National
Funding Agency for Science Research and Technology
(“Fundação para a Ciência e a Tecnologia – FCT) with
grant reference 2022.11815.BD. The author would like to
express gratitude to her supervisors, Mário Vairinhos
and Isabel Malaquias, for believing and supporting this
project, as well as Mariana Bela and Joana Cunha,
master students who participated in the design and
development of the two AR prototypes of the study.
[16] S. Mckenney and T. C. Reeves, CONDUCTING
EDUCATIONAL DESIGN RESEARCH. Routledge,
2012.
[17] M. Bela, I. Mendes, and M. Vairinhos, “An
Augmented Reality Application to Better
Understand 3D Astronomy Concepts in the 7th
Grade,” in Proceedings - 2023 IEEE International
Conference on Advanced Learning Technologies, pp.
255–257.
doi: 10.1109/ICALT58122.2023.00081.</p>
    </sec>
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