![]() Imagine seeing weather patterns, other places, or priceless artifacts in the classroom. ![]() Imagine seeing molecules in your hands, or in the hands of one of your labmates. As a result, AR can help represent complex things that are hard to understand from a static image in a textbook or website. AR makes things visible in our space by allowing digital objects to “be there” in the room with observers. Although AR can’t yet make touch a reality, it can be used to create other sensory interactions as someone does activities in a room. Below are a couple of the key advantages teachers can gain when thinking pedagogically about AR:ĭespite having the ability to model phenomena on computers and use language to describe it, we still use our primary senses of sight, sound, and touch. Instead of thinking what specifically we might teach with AR, it is sometimes helpful to first think about what types of activities AR lets us do. AR even provides us with a new concept of what it means to “learn something in class” - when that something is IN CLASS, what new pedagogies can we imagine? All that is required for classroom applications of AR are imaginative ways of thinking of the world and ideas for representing concepts that are being taught. ![]() Most of the heavy lifting on the technology side has been done by app providers. Most of the AR tools today are easy to use and can be deployed in most spaces with relative ease. Using the devices that are already in most students’ pockets, teachers can build AR experiences using free or low-cost tools. Imagine placing your creations in three dimensions in your living room or classroom! A great example of this is Google Ingress, in which you work through a city with other players to capture other teams’ “portals” of energy using actual physical locations for the context of play (which, of course, are displayed via AR on players’ phones).įor those who play or know anyone who play Minecraft (aka, any kid today), Microsoft’s new Hololens has some promising AR capabilities for interacting with Minecraft worlds. And in some instances, you can play games where the imaginary and unreal become real. You could hold your phone up to an AR-infused statue or monument and access valuable information about it. With AR, you just use the phone in your pocket or tablet in your bag!įor instance, while walking down a street, you could hold your phone up to a AR-enabled building or street and get details about where you’re at. In VR, you typically wear goggles and other devices. ![]() On the other hand, virtual reality (VR) refers to completely digital environments, such as video games, that are not a part of our physical environment. The term “augmented reality” often gets confused with “virtual reality.” Although they are both similar, today’s AR tools give you the capability of creating digital objects in the spaces where you interact everyday. In short, by allowing objects to be in the same spaces as us, AR provides memorable experiences that are not normally doable via just a computer screen. Humans can interact with them, change them, and learn from them. Using a mobile phone or tablet as a “window” into the digital world, AR apps give people richer experiences by bringing digital objects to life. But what if you could bring those experiences into the real world?Ĭould you bring the virtual world to the classroom? What if the physical space of the classroom could be used to bring digitally created elements to a student’s experience? What if we could bring the endless opportunities for digital creativity into our everyday embodied experiences?Īugmented reality (AR) gives us tools to superimpose digital elements on the physical spaces in which we interact. Video games take us to faraway lands to complete quests for gold and glory, or build expansive Minecraft villages. Through computer graphics, Hollywood blockbusters give us avatars, aliens, and avengers who can use superpowers to save the planet. Jeremy Riel | Posted on MaShare this on Facebook Share this on Twitter Share this on Linked Inĭigital technology gives us many opportunities today to envision and create experiences that are not possible in real life.
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