Winner of the CEN/CENELEC Standards+Innovation Award 2022 for Best Research Project
ARETE was the winner of the 'Project' Category
The project was nominated by UNE, the Spanish National Standarization Body. ARETE aims to build a Europe-wide competitive ecosystem that supports the dissemination of augmented reality and virtual reality in education.
Said Prof Eleni Mangina: “We are leaving a global Augmented Reality footprint through the standards we are creating. We are not applying these standards only in the European setting... Everybody learns, any time anywhere.”
Welcome to
ARETE Moodle Digital Repository
ARETE's objective is to develop and evaluate the effectiveness of an interactive AR content toolkit
Within this repository for AR 3D reconstruction and visualisation we aim for cross-platform and interapplication data transferability.
One AR educational platform - endless possibilities - for all devices
ARETE project will research and develop the experience sharing and classroom management technology for student distribution, navigation, augmented observation as well as positive behaviour intervention and support technology.
Through repository and real-time communication services, it is possible to synchronise the augmented reality experience across devices and platforms. Using fiducial markers for syndication or point-clouds / meshes for sharing classroom space, it is possible to play back the same augmented experience on another device from another points of view, handling occlusion, and providing augmented presence and a sense of awareness where needed. It is, however, still challenging to deliver small group and classroom scale experiences synchronously. Moreover, since delivery devices are personal (smart glasses, mobile phones, slot-in visors) and thus inaccessible, observation modes need to be developed that allow a teacher to see what the students pay attention to.
IEEE-LOM and OAI-PMH Moodle plugin
Enhancing the discoverability of your resources.
Using the IEEE-LOM and OAI-PMH plugins for Moodle, ARETE's digital learning repository allows users with appropriate permissions to describe their resources (courses and modules of various types e.g. ARLEM learning experiences) according to widely used learning metadata standards. In addition, it allows users to make such metadata records available to search engines via the OAI-PMH protocol, aiming at enhancing the discoverability of resources by other interested parties.
Pilots
The ARETE ecosystem concept enables disruptive innovation of AR for interactions, access and distribution of AR content to be fully realised through four different pilots and enhance European innovation capacity in the field. Expand the sections below to read about the four pilots
The aim of Pilot 1 is to make both teaching and learning English language literacy more accessible and successful for those teachers and children engaged in the process. We believe that by introducing more Augmented Reality (AR) into our online literacy programme we expect improved outcomes for literacy attainment. The online WordsWorthLearning literacy programme (WWL) embraces clinical, educational, social and political solutions to the cycle of illiteracy. To measure the effect of using AR - the Pilot will involve pre and post intervention literacy assessments, thus establishing a baseline from which to measure progress. The students will be divided into two groups: the WWL_AR group will use the WWL-AR programme and separately, the Control group will proceed ‘as normal’ in class. The WWL-AR could also be used for those learning the English language as a foreign, official or second language. WWL-AR Android and iOS apps has developed with a technology for ‘markerless’ AR which enhances the user’s interaction and perception with the real world. We use Simultaneous Localization and Mapping (SLAM) and development of AR scenarios and Implementation in different predefined scenarios to produce WWL-AR interactive objects including – 3D vowel objects, consonant videos, rules, counters, flashcards, 2D and 3D design characters, interactions and scenarios.Pilot 2 focus on the innovative and exciting way of learning Geometry and Geography through visualization and interaction. The aim of this pilot is to prove the efficiency of Augmented Reality application for STEM education sector as the tool that helps kids to improve test-score by up to 33% and increases retention rate by up to 100% while developing 21st century skills and focusing on personalized learning through kinetic, audio and visual educational approaches. We measure the effectiveness of interactive AR technologies by comparing test score results of the previous year students who have used traditional methods of teaching and learning Geography and Geometry to the pilot testing groups. CleverBooks app is easily launched on a tablet or mobile phone (based on Android or Apple) through a collection of flash cards/ printouts. The learning Outcomes include cognitive development; learning basics of geometry; development of visualization skills, imagination; understanding of abstract objects applied on geometry; critical thinking; engagement and Usability; creative development; digital new technology acquisition.Pilot 3 focus on the development of AR solutions, to be embedded within the context of the framework of Positive Behaviour Interventions & Support (PBIS). PBIS is an intervention model that actively supports the implementation of Evidence-Based Practices (EBPs) for classroom and school discipline. The pilot 3 investigates the use of AR as a tool for PBIS evaluating the incremental value of integrating AR contents within PBIS-intervention and supports in promoting school-wide and class-wide positive behaviours. Specifically, a pre-test/post-test control group design will be used to test the effectiveness of the implementation of PBIS enhanced by AR (AR-PBIS) when compared to PBIS interventions without AR support (PBIS). Behavioural outcome measures such as students’ self-management and self-regulatory skills, behaviour problems in classroom setting will be obtained prior and after the intervention and then compared across conditions (AR-PBIS vs PBIS alone) to test the hypothesis of the incremental value of AR technology for the PBIS system. In particular, the interest for this pilot is to explore how AR contents, namely location-based and image-based AR, can be effectively used for the implementation of new mobile interactive learning environments that may further facilitate students’ self-management and self-regulation skills and attitudes following the logic as used within the PBIS framework.With this Pilot 4, we seek to evaluate the state of development of the authoring tool and viewer, and assess critically, both quantitatively and qualitatively in what ways and how well the tool ecosystem supports teachers in designing specific XR-enabled tasks and associated XR learning experiences that support their students to learn. The pilot is organised as follows. First, collaboratively recruit teachers and preservice teachers. Second, we train the (preservice and in-service) teachers, organising online seminars and workshops, in which XR activity design and the use of the authoring tool is practiced, using a freshly developed instructional design process methodology that follows the Design Thinking philosophy. This includes modelling persona, modelling of the target group, defining the problem statement, a draft map of the experience, and an augmentation plan. Third, we conduct the pilot with the teachers, where they design an XR learning experience of their own within a limited amount of time. In this pilot there is no requirement to try out the designed learning experiences with students, but the experiences are contributed to an Open Content pool that forms the legacy of the project. We measure, however, a variety of standard and bespoke metrics with pre- and post-test, using online surveys and interviews. We seek to capture how they went about designing their experience (using a think aloud protocol), and where collaborative authoring is involved as part of the training workshops. Furthermore, we will capture the group discussions to gain insight into barriers and drivers but also challenges in accomplishing the AR -based task.ARETE Market
ARETE Market is the place to share your created ARLEM units with other educators, connect with other AR creators and build up resources to enhance your teaching.
Available courses
ARETE Pilot 4
IMT-C2 sandbox
A safe space to explore - all students will be added as teachers.
The Moon
Advanced Augmented Reality
The advanced course follows the software development cycle from inception, to implementation, to validation. For this, and at first, design thinking and user experience guidelines, as well as advanced storytelling teach creative tools and methods for outlining and substantialising the AR application idea. Designing AR workflows tutorial equips students with the required theory and practice for building AR applications. The implementation focused technologies advance from the foundational course to cover now spatial understanding (on top of spatial mapping), abstraction for cross-platform/multi-user/multi-device support, artificial intelligence dialog understanding, open CV foundations, wearable technology and making things talk, and volumetric video capture. Finally, evaluating AR introduces the methodologies available for verifying and validating applications.
Insights into specialist application areas and job perspectives will help sharpen your skill set.
As part of the course, students will be tasked with designing, developing, and evaluating their own Augmented Reality application. Assessment will be made and grades will be based on an individual or ideally team project, bringing together students of the Computer Sciences with students in Arts and Media.