Wednesday, February 11, 2015

RSA #3 Augmented Reality

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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).

 


 Figure One: Picture of augmented flashcards

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.




 Figure 2: Lego demonstration of augmented reality

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.


 

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