Module Resource:
Module Resource:
Peer Reviewed
Resource:
Peer
Reviewed Resource: http://web.b.ebscohost.com.cucproxy.cuchicago.edu/ehost/pdfviewer/pdfviewer?sid=0f37232a-00c1-4f53-87ea-272b0fd4a749%40sessionmgr112&vid=0&hid=105
Peer
Reviewed Resource:
Resource:
What is augmented reality? Ronald T. Azuma, a expert in the field of augmented reality,
describes it by saying, “it allows the user to see the real world, with virtual
objects superimposed upon or composited with the real world" (Thornton,
T., Ernst, J. V., & Clark, A. C., 2012). In
simple terms you look at the real world using some type of technology and see a
virtual augmented environment.
Augmented reality helps engage students
by allowing students to interact with content using multi-media devices (Mitchell,
R., & DeBay, D., 2012). Augmented reality can be implemented in the
classroom as a supplemental learning tool. It can help to model objects, demonstrate
experiments, and represent 3D images. Augmented reality provides motivation to
learn due to its unique delivery method and futuristic approach (Thornton, T., Ernst, J. V., &
Clark, A. C., 2012).
What
are the benefits to using augmented reality? Using augmented reality can
eliminate the problem of geography. It can take you anywhere straight from your
device. Students of any language or background can follow the visual content
and are more likely to participate when using this type of resource (Qualcomm, 2013) .
What is needed in order to use
augmented reality? MBD devices are preferred for augmented reality but any
device with internet such as a phone or ipad will work for instructional use
(Wasko, 2013). There are two developmental platforms available for creating
augmented reality environments. The two platforms are called ARIS and FreshAir.
ARIS is suggested for laptop use while FreshAir is suggested for phone and
tablet use (Wasko, 2013).
Augmented
reality can take an otherwise dull or boring concept to learn and make it
exciting. For example Kinder Lernen Mit, created an augmented reality app for
helping students learn the alphabet. When the student hovers the screen over
the flashcard with a letter, an animal pops up that starts with that letter. It
is a great way for student to make connections between what they are learning
and prior knowledge. See figure one for a picture demonstrating the augmented flashcards (Alle Rechte vorbehalten, 2012) .
Being the business applications and technology teacher at my
school, I am always trying to stay current on technology effecting or advancing
the business world. One way in which augmented reality has had to change my
classroom is through marketing. I do an entire unit of business advertising and
as the methods change so does my class.
Lego has created a augmented
reality marketing Campaign that allows children to see what the finished
product will look like when finished (Jshwbb, 2009) . To
expose our business students to this new form our marketing, we took our Future
Business Leaders of America Club to the local Lego store. See figure 2 for a
picture of another Stevenson High School business education teacher demonstrating
the use of augmented reality in the store.
Bibliography:
Alle Rechte vorbehalten. (2012, June 25). Ar Flashcards -
Kinder lernen mit Augmented Reality Apps. Retrieved February 9, 2015, from
Beste Kinder Apps :
http://bestekinderapps.de/augmented-reality-apps-ipadiphone-ar-flashcards-10881
Jshwbb. (2009, September 27). Lego Augmented Reality .
Retrieved February 9, 2015, from YouTube: https://www.youtube.com/watch?v=PGu0N3eL2D0
Mitchell, R., & DeBay, D. (2012).
Get Real: Augmented Reality for the Classroom. Learning & Leading With
Technology, 40(2), 16-21.
Thornton, T., Ernst, J. V., &
Clark, A. C. (2012). Augmented Reality as a Visual and Spatial Learning Tool in
Technology Education. Technology And Engineering Teacher, 71(8),
18-21.
Qualcomm. (2013, June 7). Augmented Reality to Enhance
Education in San Diego. Retrieved February 9, 2015, from Qualcomm:
https://www.qualcomm.com/videos/augmented-reality-enhance-education-san-diego
Wasko, C. (2013). What Teachers Need to
Know about Augmented Reality Enhanced Learning Environments. Techtrends:
Linking Research And Practice To Improve Learning, 57(4), 17-21.
No comments:
Post a Comment