Augmented Reality

Augmented Reality (AR) systems allow virtual objects to be placed within the physical world setting. Using Applications on Mobile devices, students can visualise and interact with virtual objects within the real world and real-time setting (Fabio, et al., 2015). The basis of AR can use Image Based Marker to project an image, location Based, or Games and Assessment to display content (Persefoni & Avgoustos, 2015).

AR has the ability for students not only to interact with pre-existing content but also to have the ability to design and create their content (Fabio, et al., 2015). Students a Foster creativity into designing AR as they can see a real-world object and have the ability to create a unique, innovative solution to a problem (Mitchell & DeBay, 2012). When creating AR content, it can foster creativity by allowing students to engage with a different platform that allows them to design 3D objects and sequences that pop up when a specific image or location is met (Persefoni & Avgoustos, 2015). AR can be used in a variety of subjects whether it be getting students to design an activity in which when specific images are shown information and detail of the object, event or time will display giving the students a creative method of learning content (Persefoni & Avgoustos, 2015; Mitchell & DeBay, 2012). Students also can design a popup book and create images. AR has also allowed students to view pre-designed information that can help engage learning. An example can be using mobile devices so students can look up at the sky and see the constellations and receive information on them, or they can see dinosaurs walking past them (wowsome, n.d.). Teachers can use AR by engaging students with the content they are learning as well as getting them to create a story on why the dinosaurs are there or create a story in what they think they would look like due to adaptations etc (wowsome, n.d.).

When using AR in the classroom, the teacher must be aware of the school phone use policy (Murat & Gökçe, 2017). Some private schools may be able to afford mobile devices in the classroom that are compliant with the AR software (Murat & Gökçe, 2017). However, in lower Socio-economic schools this may not be possible, teachers also have to be aware of whether the students have a device that is compatible with AR technology as some may not have the resources available (Devasia, n.d.). AR also might not foster creativity as students may get distracted and move away from the learning outcome, and therefore the activity just becomes a time-waster.

AR allows students to bring the animated world into the real world, which brings another dimension into what the students can achieve (Fabio, et al., 2015). It is crucial to integrate AR into the classroom to engage and encourage creativity within the classroom.

An example of AR using Zapworks to design the AR and Zappar to display the image

Using the Zappar App scan the code to look at an Example of AR

References

Devasia, A. (n.d.). Augmented Reality in the Field of Education. Retrieved from WOWSOME: https://www.wowso.me/blog/ar-in-education
Fabio, Z., Ryffel, M., Magnenat, S., Marra, A., Nitti, M., Kapadia, M., . . . Sumner, R. (2015, November 2). Augmented creativity: bridging the real and virtual worlds to enhance creative play. SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, 1-7.
Mitchell, R., & DeBay, D. (2012, September). Get Real. Learning & Leading with Technology, 40(2), 16-21.
Murat, A., & Gökçe, A. (2017, February). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11.
Persefoni, K., & Avgoustos, T. (2015). Use of Augmented Reality in terms of creativity in School learning. Greece: Eastern Macedonia and Thrace Institute of Technology.
wowsome. (n.d.). 7 Ways Educators can Enhance the Classroom Experience with Augmented Reality. Retrieved from WOWSOME: https://www.wowso.me/blog/7-ways-educators-can-enhance-the-classroom-experience-with-augmented-reality

One thought on “Augmented Reality

  1. Hi Georgina, you’ve really captured the essence of AR and I like your suggestions for its application in the classroom through pop up books and creative narratives, both of which I did not think of when writing my own review. It really shows how universally applicable and flexible AR can be in the classroom, and the benefits towards student motivation that it provides is fantastic. Whilst you mention that students may get distracted from the use of AR, I do believe the responsibility is on the teacher to implement systems and expectations that keep learning on track, and that the effectiveness of the technology is really up to how well it is implemented.

    Ben.

    Like

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