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dc.contributor.advisorHarold Abelson.en_US
dc.contributor.authorClarke, Nichole I.en_US
dc.contributor.otherMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science.en_US
dc.date.accessioned2019-11-22T00:02:27Z
dc.date.available2019-11-22T00:02:27Z
dc.date.copyright2019en_US
dc.date.issued2019en_US
dc.identifier.urihttps://hdl.handle.net/1721.1/123016
dc.descriptionThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.en_US
dc.descriptionThesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2019en_US
dc.descriptionCataloged from student-submitted PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (pages 363-364).en_US
dc.description.abstractAugmented reality (AR) is an immersive technology which augments the real-world with virtual content. The added, virtual content is grounded in the real-world, provides in-context information, and creates experiences that could not be perceived by one's senses alone. As an educational technology, augmented reality has the power to motivate students and greatly shape their learning [1,2]. However, there's a lack of educational AR applications, and many educators and learners do not have the technical training to develop such applications. I hypothesize that one solution is to empower students by providing them with direct access to AR development tools and grounding their learning through computational action. My work focuses on creating such augmented reality development tools, which are comprehensible and employable by anyone. I built upon MIT App Inventor, a blocks-based mobile development tool, to democratize augmented reality application development. I developed a set of 20 augmented reality components, which allows users to build iOS augmented reality applications and enables the development of curriculum that promotes computational action with AR. I created a set of tutorials for the AR components and designed sample applications using those components with increasing levels of complexity. Finally, I conducted a pilot study with MIT students where they built applications using the augmented reality components. My findings indicate that study participants felt empowered by working with the AR components. Participants, who originally doubted their ability to create AR applications, believed that they could build augmented reality applications after using the AR components.en_US
dc.description.statementofresponsibilityby Nichole I. Clarke.en_US
dc.format.extent364 pagesen_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsMIT theses are protected by copyright. They may be viewed, downloaded, or printed from this source but further reproduction or distribution in any format is prohibited without written permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectElectrical Engineering and Computer Science.en_US
dc.titleThrough the screen and into the world : augmented reality components with MIT App Inventoren_US
dc.title.alternativeAugmented reality components with MIT App Inventoren_US
dc.typeThesisen_US
dc.description.degreeM. Eng.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Scienceen_US
dc.identifier.oclc1127594088en_US
dc.description.collectionM.Eng. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Scienceen_US
dspace.imported2019-11-22T00:02:26Zen_US
mit.thesis.degreeMasteren_US
mit.thesis.departmentEECSen_US


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