Putting the World In Their Hands: Augmented Reality in the Classroom Augmented reality at Avenues: The World Schools By Courtney Pepe When many of today’s teachers who grew up in Generation X are asked to reflect on traditional learning objects from their classrooms of the 1980’s and 1990’s, they think of paper, pencils, chalkboards, and textbooks. The classrooms in which Millennials and Generation Z learn are a world apart from those of Baby Boomers and Generation X. Even the sound of learning has changed in today’s classrooms, from the vocal command of the teacher directing students toward the sound of students working together in groups, or listening to audio or visual content on their devices through their ear phones. “Kids are actively doing rather than passively listening,” says Jeff Gorman, Assistant Superintendent of Schools in Monroe Township, New Jersey, and a frequent observer of these forward-looking classrooms. Courtney Pepe is a high school teacher in Monroe Township, New Jersey. Related
Augmented Reality & Virtual Reality: AR- & VR-Lösungen im Unternehmen Bei manchen Marktbeobachtern stellt sich bei Themen wie Oculus Rift und Google Glass ein Gefühl von Deja Vu ein, gab es doch Mitte der 90er Jahre bereits einen Hype um Virtual Reality - der bald abebbte. Noch 2013 bezeichnete die COMPUTERWOCHE Virtual Reality als einen der größten Flops der IT-Geschichte. Versucht man eine Technologie wie Virtual Reality oder Augmented Reality einzuordnen, ist deshalb der "Hype Cycle Graph" von Gartner bei der Orientierung hilfreich, denn neue Technologien folgen oft einer fast gesetzmäßigen Abfolge von Überschätzung und Desillusionierung - bis sie eine Stufe der sinnvollen produktiven Nutzung erreicht haben. Die in den letzten Jahren vielleicht überschätzte Technologie Augmented Reality sieht Gartner aktuell in der Phase des "Trough of Disillusionment" und meint damit den Zeitpunkt, an dem die ersten hohen Erwartungen als nicht erfüllt gelten und sich die wirklich sinnvollen Nutzungsfelder herauskristallisieren. VR in Unternehmen: Status Quo
Augmented reality in education: teaching tool or passing trend? | Higher Education Network What some may call an 'unsurprising' 71% of 16 to 24-years-olds own smartphones, so why aren't teachers utilising these in the classroom or campus? Is the use of these devices going to detract from the learning process or contribute to future workplace skills? Should teachers be using techniques such as augmented reality (AR) to engage students and develop their skills for the modern world? I believe we should be embracing these opportunities. AR allows people to add digital content to printed material, geographic locations and objects. City University London have used a combination of techniques to develop resources through the CARE (Creating Augmented Reality in Education) project for healthcare students, including a series of 'health walks'. The past academic year has seen many institutions using AR technology within their prospectuses. So what are the advantages for learners? South Staffordshire College grabbed the technology and put it to use across their curriculum.
20 Ways to Use Augmented Reality in Education Second Life proved an incredibly valuable tool for educators hoping to reach a broad audience — or offering even more ways to learn for their own bands of students. Augmented Reality Development Lab: Affiliated with Google, Microsoft, and Logitech, the Augmented Reality Development Lab run by Digital Tech Frontier seeks to draw up projects that entertain as well as educate. The very core goal of the ARDL involves creating interactive, three-dimensional objects for studying purposes. Reliving the Revolution: Karen Schrier harnessed GPS and Pocket PCs to bring the Battle of Lexington to her students through the Reliving the Revolution game, an AR experiment exploring some of the mysteries still shrouding the event — like who shot first! PhysicsPlayground: One of the many, many engines behind PC games received a second life as an engaging strategy for illustrating the intricate ins and outs of physics, in a project known as PhysicsPlayground. FETCH!
The Top 10 Companies Working on Education in Virtual Reality and Augmented Reality – Touchstone Research List updated on 9/16/2016 Virtual Reality and Augmented Reality are new technologies which have been making all kinds of waves recently; but VR and AR are not only going to be used for gaming, several companies are exploring applications for VR and AR to be used in education. Around 90% of what we see and do is retained, which is something that has always been missing from education; students do not retain as much information if they are just reading a textbook compared to having more real applications of what they’re learning. Which is why VR and AR in education are so beneficial; these technologies engage students in a completely new way which is more fun and engaging for them, and it increases retention. Several companies are currently working on innovations in this space; and the work we’ve seen so far is surely a good sign of things to come. UnimersivUnimersiv is a VR learning platform which releases educational content on a monthly basis.
How to Transform Your Classroom With Augmented Reality Augmented Reality is changing education. What started out as something that was simply “cool” has become a way to engage learners like never before. In fact, while I was first introduced to Augmented Reality through the Aurasma App, I never imagined that while walking through a trendy neighborhood in Washington D.C. this past summer, I would come across the first public interactive augmented reality mural dedicated to the life of the actor Paul Robeson. It was at this moment that I realized that Augmented Reality was a way to bring a new dimension to learning. What is “Augmented Reality”? Augmented Reality (AR) content can be accessed by scanning or viewing a trigger image with a mobile device that creates a subsequent action. How can I start using AR in my classroom? Using the Aurasma App and Aurasma Studio, you can create your own “Auras” (or AR experiences), and use them to engage students in creative ways. And why exactly should I start doing this?
Infographic - How We Use AR - Touchstone Research Both Virtual Reality and Augmented Reality are growing in popularity across a variety of industries. The reputation of both is that they are primarily used for gaming and entertainment; however AR is actually being used to assist doctors, engineers, teachers, and more in their professions. By introducing AR into the classroom, students will have a new way to learn by being able to see a 3D view of what would have been images in a text book. Doctors can use AR when examining patients, allowing for a 3D view of bones and organs to assist with proper patient diagnoses. For travelers, AR can give added information on landmarks and can even overlay pieces of history onto one’s current field of view—imagine being able to see an ancient temple that is now in ruins before your eyes! Below is the full infographic by Bold Digital Marketing:
Augmented Reality: A new way of augmented learning Augmented learning is defined as an on-demand learning technique where the learning environment adapts to the needs and inputs from learners [1]. Broadly speaking, "environment" here does not have to be constrained into the physical learning environment such as classroom, but could refer to such learning environment as digital learning environment, through which learners can stimulate discovery and gain greater understanding. The technologies conventionally used for augmented learning incorporate touchscreens, voice recognition, and interaction, through which the learning contents can be geared toward learner's needs by displaying plain texts, images, audio and video output. For example, in mobile reality system, the annotation may appear on the learner's individual "heads-up display" or through headphones for audio instruction [2]. This system has been shown to improve life-time learning performance. What is Augmented Reality? Implications of AR for Education Conclusions References
Mergecube y cómo crear enigmas de Realidad Aumentada en tu Escape Room Educativo Hoy quiero hablarte de una herramienta que descubrí hace poco para crear experiencias de realidad aumentada muy muy potente. Se llama Mergecube y en este artículo espero animarte a problarla en tu próximo Escape Room Educativo. Si te gusta más leer, adelante con el artículo. ¿Qué es Mergecube? Mergecube es una herramienta para la visualización e interacción con modelos 3D mediante realidad aumentada (RA). Los desarrolladores de Mergecube lo definen como “hologramas en la palma de tu mano”. Esta herramienta holográfica se compone de dos elementos esenciales: el cubo Mergecube (hardware) y las aplicaciones (software). El cubo Mergecube El corazón de esta herramienta es el propio cubo Mergecube. La ventaja que ofrece el cubo Mergecube respecto a otras herramientas de realiad aumentada que funcionan con un único localizador plano es que, al tener 6 localizadores (uno por cada cara del cubo), el seguimiento (tracking) es mucho más fluido y por tanto la visualización de los modelos 3D también.
Augmented Reality Brings New Dimensions to Learning Editor's Note: Drew Minock, who co-wrote this piece, is an elementary teacher, co-founder of the popular education blog Two Guys and Some IPads, and is one of the voices on "The Two Guys Show" podcast. Imagine living in the magical world of Harry Potter, where the school hallways are lined with paintings that are alive and interactive. Now imagine creating an atmosphere like that for your students. Augmented Reality (AR) allows educators and students to do just that: unlock or create layers of digital information on top of the physical world that can be viewed through an Android or iOS device. Most people who interact with AR for the first time have a mind-blowing experience but fail to consider classroom applications. Educators know that learning deepens, not just through reading and listening, but also through creating and interacting. Classroom Applications Another app, Aurasma, allows users to engage in and create Augmented Reality experiences of their own. Not Just Another Fad