Sei sulla pagina 1di 2

Augmented reality (AR) is a live, copy, view of a physical, real-world environment whose elements are augmented (or supplemented)

by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing ones current perception of reality. AR allows people to add digital content to printed material, geographic locations and objects. Then using a smart device or tablet, viewers can scan an object and the digital content will appear. The digital information can range from a link to a website, an invitation to make a phone call, a video, a 3D model or any other supported digital information. For example, the Scarlett project from the University of Manchester used it to allow access to rare books and manuscripts. AR allows educators and students to do just that, unlock or create layers of digital information on top of the physical world that can be viewed through an Android or iOS device. In the school classrooms, AR used to create active learning experiences hitherto inconceivable, and in the process redefine the learning space!. Educators know that learning deepens, not just through reading and listening, but also through creating and interacting. Using mobile augmented reality provides learning designers and educators with a new opportunity to start thinking more deeply about the mobile learners context and situation. In fact, the key thing to remember about mobile augmented reality is that it is about augmenting experiences in real-world environments, wherever the learner happens to be. AR technologies can take any situation, location, environment, or experience to a whole new level of meaning and understanding. AR is uniquely changing the way people learn with mobile devices. With Augmented Reality products smartphone like Elements 4D by Daqri, in Elements 4D students manipulate and combine elements like mercury right from their Android or iOS devices, rather than just reading about them in a textbook. Anatomy 4D is another free app by Daqri that allows users to explore a human body and isolate various body systems. Another app is Aurasma, allows users to engage in and create Augmented Reality experiences of their own. Educators and (more importantly) students can use this open source tool to essentially bring their learning to life. We've seen Aurasma used several different ways in the classroom there are : Homework Mini-Lessons : When students scan a page of their homework, the page reveals a video of their teacher helping them solve a problem. Faculty Photo Wall : Set up a display of faculty photos near the school entrance. Visitors can scan the image of any instructor and see that figure come to life, telling more about him- or herself.

Book Reviews : Students record themselves giving a brief review of a novel that they just finished, and then attach that "aura" (assigned digital information) to a book. Afterward, anyone can scan the cover of the book and instantly access the review.

Parent Involvement : Record parents giving brief words of encouragement to their child, and attach a trigger image to every child's desk. Anytime students need to hear encouraging words from their parent, they can scan the image on their desk for virtual inspiration.

Yearbooks : From tributes to video profiles, from sports highlights to skits and concert footage, the ways that AR can enhance a school yearbook are limitless.

Word Walls: Students can record themselves providing the definitions to different vocabulary words on a word wall. Afterward, anyone can use the Aurasma app to make a peer pop up on screen, telling them the definition and using the word in a sentence.

Lab Safety: Put triggers (images that activate media when scanned by an AR-enabled device) all around a science laboratory so that when students scan them, they can quickly learn the different safety procedures and protocols for the lab equipment.

Deaf and Hard of Hearing (DHH) Sign Language Flashcards: With AR, flashcards of vocabulary words can contain a video overlay that shows how to sign a word or phrase.

The aspects that work in Augmented Reality there are : 1. Personalised learning 2. Instant feedback for student 3. Flipped Classroom 4. Engagement in learning process 5. Caters for all ability levels

Future learners will expect to be able to make full use of their own technology, and as expectations rise, if it is out there in the real world there should be a pressing reason to make use of it in education. I believe educators have a duty to educate for the real world and make use of future technology that will be part of that world.

Source

http://www.learningsolutionsmag.com/articles/1310/using-augmented-reality-for-

contextual-mobile-learning

Potrebbero piacerti anche