EdTechDaily: Augmented Reality at #ISTE2014

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Study Shows Augmented Reality Program Helps Kids Read

 

At the #ISTE2014 Conference in Atlanta, the EdTechDaily carried the following interview with Dr. Tamara Ogletree, who headed up the research that was recently published on Letters alive.

Q: Dr. Ogletree, you have done independent research on the effectiveness of using a 3D augmented reality product in the classroom, Letters alive. Can you tell us, in your own words, what Letters alive is and how you came to conduct this study?

A: Sure. Letters alive is a supplemental reading program used to teach early literacy skills via augmented reality. I was first introduced to this program actually by happenstance. I was attending a training event about how to use a new piece of equipment that had been placed in classrooms on campus. The presenter knew that my area of teaching was in literacy education, so at the end of the presentation she demonstrated the Letters alive program for me and a couple other participants. This was my first introduction to using augmented reality for literacy instruction. I was fascinated by the program and the possibilities that it might have. I especially saw uses for English Language Learners and at risk learners.

Q: What were the major impacts on student achievement that you were able to measure?

A: Well, as a researcher, I usually don’t get too excited about the findings from the numbers, but in this case, I literally jumped up and down at the results. The achievement scores by students who had full implementation of the program increased by 48% over their pre-test scores on letter naming fluency and an increase of 112% on letter sound fluency.

Q: How would you compare student engagement using Letters alive to the kind of engagement we would expect from other technologies such as student response systems or interactive whiteboards?

A: Our observational data showed that students were more actively engaged in the lessons when using Letters alive than during lessons using interactive whiteboards. As a result of students being actively engaged, classroom management problems decreased. Response time to questions increased too.

Q: Were there any specific skills that improved more than others using Letters alive?

A: Oh yes! Letter Sound Fluency was increased exponentially.

Q: We talked about the impact that Letters alive has on students. Did you observe how it might have helped teachers?

A: Yes. As I mentioned earlier, a finding from the research involved student engagement. The teachers who were part of this study were surprised at how students who typically had attention difficulties were consistently engrossed in the program. The students responded to the animals because of the sound and visual stimulation. Another added benefit was that the computer assisted voice gives the teacher an alternative pronunciation that negates the effects of regional pronunciations. This had the most benefits for the ELL students.
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Alive Studios to Launch at ISTE Conference

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New K-12 Augmented Reality Company to Launch at ISTE

by NEWSATLANTA on JUNE 9, 2014

Cynthia Kaye, former CEO of Logical Choice Technologies, is back in business with a new vision for interactive classroom learning: Alive Studios, Inc. This is the first instance of anAUGMENTED REALITY player in the Edtech/K-12 marketplace. The company will make its first public appearance at booth 3078 during the ISTE Conference in Atlanta, GA, June 28 – July 1.

Read the full article from News Atlanta

Gwinnett Daily Announces Alive Studios Launch

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A new technology company designed to engage school children is expected to create 30 new jobs in the metro Atlanta area in the next three years.

Gwinnett Chamber Economic Development officials announced Monday the launch of Alive Studios, created by Cynthia Kaye, the former CEO of Logical Choice Technologies.

“This is a teacher-focused, research-driven team that is passionate about innovating great solutions to get our students engaged and excited about learning,” said Kaye, the company’s founder.

“We applaud Alive Studios on its launch and efforts to better improve how we educate the next generation,” said Gwinnett County District 3 Commissioner Tommy Hunter. “We are confident they will find the support, resources and connections in Gwinnett County that will ensure continued growth and success.”

The new venture is now the sole developer and supporter of the former Logical Choice Technologies’ flagship products: Letters alive®, Math alive™, and Storybooks alive™.

Read the full article from the Gwinnet Daily Post

 

Study Shows Gains in Pre-K using Augmented Reality

AUGMENTED REALITY STUDY SHOWS GAINS IN PRE-K, KINDERGARTEN READING

Atlanta, GA – (June 16, 2014) – Pre-K and Kindergarten students made greater gains on two standard reading skill assessments when using the Letters alive® augmented reality program, according to research by Dr. Tamra Ogletree at the University of West Georgia. The Letters alive® curriculum is aligned to Common Core Standards and is best suited for early learners. 26 alphabet cards spring to life using augmented reality, aided by a broad library of lesson plans to help students grasp key concepts in reading.

While students using the full curriculum of Letters alive made the greatest gains, even those exposed to only a partial implementation showed greater improvement than students in classrooms with no implementation. The two measures taken were the AIMSweb® Benchmark Assessments for Letter Naming Fluency and Letter Sound Fluency. For both measures, the full implementation classroom showed on average more than twice as much improvement as the control classroom.

Click here to read the full article.

New Research into Augmented Reality in K12


Study: Augmented Reality Shows Gains in Pre-K, Kindergarten Reading 

Pre-K and Kindergarten students made greater gains on two standard reading skill assessments when using the Letters alive® augmented reality program, according to research by Dr. Tamra Ogletree at the University of West Georgia. The Letters alive® curriculum is aligned to Common Core Standards and is best suited for early learners. 26 alphabet cards  use augmented reality and are aided by a library of lesson plans. 

The two measures taken were the AIMSweb® Benchmark Assessments for Letter Naming Fluency and Letter Sound Fluency. For both measures, the full implementation classroom showed on average more than twice as much improvement as the control classroom.

Click here to read the full article.