So my new passion is looking at and integrating Augmented reality and Virtual Reality in Education. What are they and why?
Here is a nice clear comparison, but let me talk about it more: http://cramer.com/story/the-difference-between-ar-and-vr/
First what is augmented reality (AR)?
Augmented Reality adds technology enhancements to everyday views and experiences. You do not tune out from reality but add to it.
What is Augmented Reality
Augmented reality is the ability to overlay an interactive
virtual environment over real life. Right now most Augmented reality is provided by a website, but in the near future they expect that you could add your augmented reality over the top of learning.
Tips for Using Augmented Reality in
There are many ideas for using AR in the class. Many of
them are based on using AR as a way to embed codes or learning around a classroom or a school. Students use their devices to scan and interact with clues or QR codes in order to learn more from signs or topics.
Ideas for Meaningful integration of AR
Educational Technology Article on Using AR
Educational value of AR?
Augmented reality experts points to the value of visual
learning and extended learning when they talk about AR in education. Some learners need to “Touch” or manipulate visuals to learn and AR makes that possible (http://www.augment.com/blog/5-reasons-use-augmented-reality-education/)
Barcy, a coloring app, for example discusses how they address Gardner’s Multiple
Intelligences with their app. I can especially see how it helps with Kinesthetic learning and allowing students to move and interact with their learning.
Tech and Learning also published a recent article outlining
the value of AR in the classroom.
To read more uses of AR in the classroom, read more in
Augmented reality is one of the 6 up and coming technologies
named in the 2015 New Horizon Report (The NMC Horizon Report: 2015 K-12 Edition examines emerging technologies for their potential impact on and use in teaching, learning, and creative inquiry in
schools. ) http://www.nmc.org/publication/nmc-cosn-horizon-report-2016-k-12-edition/
How does this fit in the curriculum?
There are many standards that make AR relevant to the
curriculum. If I looked at the 21st Century standards for the American Association of School Libraries
21st century standards
It would fall under inquiry where students can manipulate their learning.
For the ISTE standards for students :http://www.iste.org
I believe that Augmented Reality apps like Barcy would allow learners to be Creative communicators – by communicating in multiple modalities. It would also allow them to be Innovative Creators. They can show creativity in how they style their coloring sheets, but by adding additional apps that allow for creation, students could create their AR content.
There are five different groups of Augmented Reality in my mind:
- Games – these are games where you are looking for virtual items – the most famous is Pokemon Go. (http://www.pokemongo.com/)These objects are seen on your phone while viewing your actual surroundings.
2. Coloring Apps – These apps use QR code style sheets that are printed out that students can color and then interact with. if we think about the SAMR model – this truly lives the Augumented Level. Take regular coloring and Augment it to allow for interactivity. If we look at Bloom’s taxonomy in general when used as intended these apps don’t really move up the learning very high – however in true redefinition style – people are using these augmented apps to create other uses.
For example, Quiver App has a bunch of templates like their Dot template that creates an AR orb – many teachers are using it this for all kinds of activities – not just associated with Dot Day.
Apps that Fit this Category
Chromville and Barcy – these offer coloring pages that deal with water and science. Characters are interactive and you can manipulate variables in some of the science related content.
3. Augmented Pals – I am not sure what to call this category – but there are several apps that will just create augmented items in your view.
4. Flash Cards – There are many AR Flashcards. These apps generally are geared for really young ages. Their images are not very complex but students can practice using letters, numbers and math with Augmented reality.
Here is a video of someone using them. https://www.youtube.com/watch?v=fPLzxuMXQgo
There are some great ones being developed for Science Education.
Elements 4D allows you to learn about different elements and AR Circuits allows you to create virtual circuits using their apps.
5. Aurasma – This is augmented reality that you can create. This is really popular in yearbooks and other student populations. It allows you to make a qr code type scannable item.
Who should you follow to learn about Augmented Reality?
She has written a book which is quite good about
using all of these apps. Its available via Amazon. Get her book
Two guys and some iPads:
@Techbradwaid on Twitter
#AR4Learning – weekly twitter chat and slow chat
about Augmented Reality