Abstract
Topographic maps represent a three-dimensional (3D) surface using a
system of symbols in two-dimensions (2D). To facilitate students’
understanding of topographic maps, the Augmented Reality (AR) Sandbox
reads the elevation of actual sand and projects the topographic map
lines onto the surface of the sand. Although over 600 institutions have
built AR Sandboxes to help people interpret topographic maps, classroom
studies using the AR Sandbox have not found significant gains on
topographic map assessments. The present study is a 2 by 2 design
testing the affordances of the AR Sandbox in a laboratory setting. In
the first level of the study, participants interacted with the AR
sandbox (3D) or a regular computer monitor (2D) to give them feedback on
five landforms they constructed in the sand. Participants initially
constructed the landforms in the sand with the feedback off (i.e., sand
without the overlaid projection or monitor). The feedback was then
turned on and participants compared and contrasted their landform to the
target topographic map. Participants were then asked to modify their
landform with the feedback on (continuous), or the feedback was turned
off (discrete) during modification. A mixed-ANOVA revealed significant
gains on a modified version of the Topographic Map Assessment (TMA-B)
from pre- to post-intervention (F(1, 74) = 80.34, p < .001). A
significant interaction revealed that participants in the 2D condition
had greater gains (M = 2.91, SD = 2.48) than those in the 3D (M = 1.64,
SD = 2.07) condition (F(1, 74) = 6.38, p = .014), although both
conditions had significant pre- to post-intervention improvement (2D:
t(37) = 7.24, p < .001, d = 1.02; 3D: t(39) = 5.01, p
< .001, d = 0.64). On average, the discrete feedback groups
spent significantly less intervention time (M = 48.3, SD = 16.9)
compared to the continuous groups (M = 58.2, SD = 18.1) (F(1, 76) =
6.20, p = .015). The findings suggest that the AR Sandbox does improve
topographic map skill for individual students using our approach, and
that the most efficient technique engages students in discrete episodes
of feedback using the 2D computer monitor.