| My first Aurasma Studio Aura. To check it out, go to Aurasma; follow mazildy and look at #GiantGourami. |
“Augmented reality is using technology to superimpose information on the
world we see… [it] adds to the reality you would ordinarily see rather
than replacing it” (Emspak, 2016). Without
the need for special (and sometimes awkward) equipment, teachers and their
students can easily utilize augmented reality (AR) to enhance content—and they
should.
AR applications facilitate interactive learning environments that increase
comprehension. In a recent review of
research, Akçayır and Akçayır found that “most of the studies [they reviewed]
reported that AR technology in education leads to “enhancement of learning
achievement” in educational settings. Numerous
studies [also] indicated that AR promotes enhanced learning performance”
(2016). Why does this happen? Because AR in an opportunity for interaction.
“Augmented Reality is a technology enriching the real world with digital
information and media, such as 3D models and videos, overlaying in real-time
the camera view of your smartphone, tablet, PC or connected glasses” (2016). Many classrooms have one-to-one integration
with iPads or other tablets. Even for
classrooms that don’t, students can still access interactive experiences with
what little a teacher may have. Many
parents would be open to downloading free AR applications on their smartphones—all
teachers have to do is share the information.
Once students have a taste of AR, they won’t want to go back to learning
without it because AR fosters intellectual curiosity. “Born in the
digital era, your students will be continuously stimulated with augmented
reality. They will be excited by new ideas and
think critically about the world around them.
Introducing augmented reality to your students will
enable them to discover unknown passions and inspire their
future endeavors” (2016).
Describe
3 ways that companies are creating AR products for use in educational settings.
Companies are creating AR products to breathe new life into books and
puzzles. Students invest much of their
spare time with a controller and screen—time that teachers have no control over. Applications such as Popar and Interactive AR make
the content of once-static materials come to life. “When you order one of [Popar’s] products and…it arrives you download the app that comes
with it; while reading through the book or chart you will have the opportunity
to use the app to make the content come alive” (Burch, 2016). Interactive
AR’s stance is that “engaging kids in educational content is harder than ever,
and asking them to read a standard printed book will be a tough sell; but
asking them to build a puzzle or read an AR book and just enjoy themselves is
much more plausible and enjoyable for everyone involved” (2016).
The simple act of coloring is also getting a facelift with AR
technology. Quiver Vision and Crayola
Color Alive are two applications that will allow students’ creations to
become interactive. Does coloring need
improvement? According to the people at Quiver Vision, “technology is prompting
kids to leave traditional toys and methods of entertainment in the dust; if the
more traditional mediums don’t keep up with technology then they’ll find
themselves abandoned by kids everywhere” (Burch, 2016). The developers at Crayola Color Alive
agree. They don’t want coloring to
become an activity of the past, but they also want AR to be embraced by youth. To motivate kids to use their app, they use
familiar and beloved characters. “Brand
recognition is important and it will aid in adoption of this new form of
technology utilizing AR; kids will be more interested to try this out with one
of their favorite characters form Frozen” (2016).
GEO AR Games isn’t blind to
the fact that kids don’t play outside as much as they used to, and they are
using AR to help change that. “GEO AR Games is working on games
which are similar to Pokémon Go in
the sense that in order to play, kids will need to go outside with a smartphone
or tablet and move around…anyone with a smartphone or tablet can use it, and it
encourages kids to go outside and play” (Burch, 2016). Even if teachers cannot find a link to
curriculum, GEO AR Games will foster imagination
and fun.
Describe
one criticism of using AR in the classroom.
Most of the AR experiences currently available for classroom
applications aren’t adaptable for students with special needs. For example, a large part of the student
population is composed of small children.
AR has a lot to offer and the benefits shouldn’t be postponed until a
student is a particular size. Most AR
applications involve sight and only sight.
Developers need to work on applications that accommodate the vision-impaired
population. Although not classified as a
special need, many students don’t have access to technology that supports AR,
whether at school or home. The intention
of AR is to enhance learning, not create a divide between the haves and the have-nots (2017). Until it encompasses everything that the
student population is, this will be difficult to avoid.
Describe pedagogical contributions of AR, challenges of using AR in the
classroom, and two areas for further research in AR.
Although AR was introduced as a
training tool for Air Force and airline pilots, it can now be used with
students at any grade level and in any content area because there is no need
for anything other than the knowledge of AR and a smartphone or tablet. AR is taking learning to places previously unimaginable. It promotes the development of critical
thinking and problem solving skills while promoting communication through
collaboration. AR also supports student
comprehension in areas that were previously solely abstract. “By displaying virtual elements alongside
real objects, AR facilitates the observation of events which cannot easily be
observed with the naked eye” (Akçayır & Akçayır, 2016). AR applications allow students to work
independently, providing immersive learning-by-doing situations. Overall, AR provides highly engaging, enjoyable,
and interesting learning events that put paper-and-pencil learning to shame.
Along
with the numerous pedagogical benefits of AR, challenges exist. Aside from what I have already addressed
(students with special needs, fair and equal access, safety), teachers are
often a huge hindrance. As the lead
facilitators in any classroom, they are also going to be responsible for
embedding AR into the content standards and incorporating it into the
curriculum. Unfortunately, many teachers
exhibit inadequacies when it comes to using technology. To solve this problem, professional
development must be provided, along with the tools to implement AR in the
classroom. In many districts, this will
require money that is sometimes hard to find.
An even bigger obstacle? Teacher
desire to learn. Many teachers are tech-resistant
and complacent with their instructional practices. The only way to address this is through
district initiatives that require teachers to meet technology standards while
providing the necessary resources.
There
are many gaps in the research on AR. One
area involves the design and usability of AR applications with students as the
focus. More information on learners’
opinions about usability and their personal preferences needs to be garnered to
accommodate classroom needs. Another
area that requires further research is AR design and implementation with
diverse populations. Most AR
applications have been designed for and used by the middle-school-and-above,
sighted population. This eliminates a
wide variety of learners from experiencing AR and all that it has to
offer. I am looking forward to the
future and how all learners can be accommodated with AR.
Aurasma Studio
Explain how and for what purpose your Aura might be used in an educational setting.
Aurasma Studio
Explain how and for what purpose your Aura might be used in an educational setting.
I envision students
using Aurasma to embed themselves
into experiences that relate to classroom content. My Aura from the Toledo Zoo is an example of
what a student could embed into a report on Giant Gourami or a way to report on
a field trip experience. It could even
be used as a way to express a journal prompt with media. What
did you do this weekend? I went to the
Toledo Zoo and you won’t believe what the Giant Gourami did to me! With Aurasma,
the creative purposes are only limited by the imaginations of the teachers and
students—that, and lack of teacher know-how!
If your product were
more sophisticated or further developed, what potential do you envision for it
to make learning more or less engaging?
Aurasma will allow me to give students
experiences to interact in ways that make the content more applicable to their
personal lives. I would go through the
Algebra textbook and make an Aura for every lesson in the student book. Imagine the chapter on slope? I would have roller coasters, ski jumps, cars
careening down mountainside roads, hikers climbing steep trails…the students
would never have the chance to ask me when they would see ANYTHING in the real
world because I would embed reality throughout their entire textbook with Aurasma!
Resources
Criticisms of augmented reality. (2017). Retrieved February 11,
2017, from https://augmented-reality-in-education.wikispaces.com/Criticisms of
Augmented Reality
L. (2016, January 26). 5 reasons to
use augmented reality in education. Retrieved February 11, 2017, from http://www.augment.com/blog/5-reasons-use-augmented-reality-education/
Emspak, J. (2016, March 22). What
is augmented reality? Retrieved February 11, 2017, from http://www.livescience.com/34843-augmented-reality.html
Burch, A. (2016, October 14). 12
companies working on AR technology for kids. Retrieved February 11, 2017,
from https://touchstoneresearch.com/12-companies-working-on-ar-technology-for-kids/
Akçayır, M., & Akçayır, G. (2016, November 5). Advantages and challenges associated with augmented reality for
education: a systematic review of the literature. Retrieved February 11,
2017, from https://www.journals.elsevier.com/educational-research-review/
How augmented reality works. (2016). Retrieved February 11,
2017, from http://www.augment.com/how-augmented-reality-works/