Wednesday 10 February 2021

Augmented Reality (AR) can serve various needs in your class

 Augmented Reality (AR) can serve various needs in your class. This interesting layer of technology is virtual content above the real world, providing opportunities for students to interact with content in a completely new way.


It is important to think of augmented reality because more than just a gimmick. Of course, it attracts student attention, but you want to make sure that it also supports meaningful learning. I have written new books all about using scannable technology for deeper learning, and it is a topic that connects to various learning environments. Moving beyond the Gotcha factor can be done and necessary!


1. Quiver.

Previously known as Colar, Quiver was a fantastic, easy-to-use augmented reality application. Like many AR applications, after downloading it on your device, you must visit the company's website to download the trigger image. Quiver triggers images that you can to activate an AR experience. Quiver uses a coloring page as a trigger, and this video shows it in action. This application has a set of coloring pages that make the cells raise the page and let the children roll the ball in the air. Quiver allows students to go beyond images in their textbooks to interact with three-dimensional numbers.


2. 4D elements.

Daqri, a great AR developer, has produced several applications that you want to check. This application allows students to combine different elements to see chemistry in action. The teacher can print and assemble blocks that are triggers for images for AR experiences. The Daqri website also includes lesson plans to use 4D elements with elementary, medium, and medium school students.


3. Blippar.

 You can scan the brain space cover and inside the page to connect with interactive content that brings two-dimensional presentations to life. This can completely change the experience of reading a child by encouraging it to think deeper and explore the topic in a new way.


4. Arloon Plant.

The team in the Arloon has produced several Augmented Reality applications. I especially like maroon plants. With this application, students can explore interactive plants to learn about structures and spare parts. Using Arlon triggers, students can even watch plants grow and move in an AR experience. Videos on their website show off several features that can help students wrap their heads around the basic science concept when planting plants in your class is not an option.


5. Aurasma.

Aurasma is a popular tool for creating and exploring an AR experience. The Aurasma application works with triggers made by teachers and students on the web with Aurasma studio. Users can upload trigger pictures of their choice and add videos to make their own augmented reality experience. In this recent post about Scannable technology, I discussed how the QR code (and augmented reality) can be used to share student work. Aurasma is one good choice to make this happen.


6. Mathematics life-alive

I have the opportunity to meet people in living studios when presenting this year's scanned technology in FETC. They showcase several super-cool AR products including live-life mathematics, designed for Prek-3 students. Math Alive uses AR software downloaded to computers, cameras, and special cards. Students and teachers place the trigger card under the camera to practice counting and basic Numeracy skills. Video overview on their site shows mathematics living in action.


When you decide to bring augmented reality into your class, make sure you put your learning first. Also, make sure the activities are connected to your learning destination and you have tried technology before introducing it to your students. Augmented Reality can improve the learning experience and energize daily learning!

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