Augmented Reality + Virtual Reality

Augmented reality

Augmented reality refer’s to the “technique of adding computer graphics to a user’s view of the physical world” (Adcock, 2018), typically through the use of a camera application on a mobile device. Augmented reality is a very interested technological tool to use in education as it is very engaging, interactive and motivating for students, whilst still utilising 21st century critical skills through the use of digital technology (Bower et al., 2014). This technology allows the user to connect information they collect from the internet (or virtual world) and connect with the the real world around them, to develop better understanding of the world around them (Woodcock, 2018).

According to Bower et al. (2014), augmented reality has several affordances with regards to pedagogical implications in the classroom. For example, augmented reality can also be used to display information when the camera hovers over an image, using a trigger and anchor method through applications such as HP reveal. This would be particularly useful for teaching a history lesson, where all students are required to create their own history museum, where students can draw their own artefacts and use a trigger and anchor to display relevant information over the top of the image. Alternatively, this technology can be used to rescale 3D objects onto the screen of your device, enabling the user to see a scaled image of anything from a planet to a microscopic cell (Bower et al., 2014). This can be achieved through applications such as QuiverVision, as described below.

Quiver

QuiverVision is an application that brings a coloured in picture to life as a 3D image on your device. This application is great for primary and high school use as colouring in is an activity enjoyed by all ages as a stress relief activity and a tool to improve fine motor skills. The ability to view drawings as 3D images would be great for science based subjects, particularly pertaining to biology where students can really visualise what cells look like, and when learning about space so they can see the different planets. The Quiver website has an abundance of downloadable colouring books which can be used with the app, making it very accessible for teachers and students.

Here is a video showcasing the affordances of QuiverVision with engaging children:

Once the image has been coloured in and scanned, students are able to interact with the 3D image generated by the QuiverVision application. For example, with this animal cell diagram (below), students can quiz themselves on the names of the different parts of the cell.

Image result for quiver vision animal cell
Image from: amazon.com

Virtual Reality

Virtual reality is an interactive, 3D computer-created world, which allows the user to fully immerse themselves in, both mentally and physically (Woodcock, 2018). With the use of a Head-mounted display (HMD) and often data gloves, the user can see a 360 degree view of the computer generated world, where they can walk around, interact with characters in the world, and touch things around them (Woodcock, 2018). Virtual reality  has been used in education to teach situations which are typically difficult to re-enact in the real world, such as teaching surgery techniques in the field of medicine. However, the same principles could be used to teach history, by creating an ancient world with historically accurate detail through applications such as  Co-Spaces Edu.

Co-Spaces Education

Co-spaces Edu is an application which allows the user to engage with the curriculum in a creative, constructive and collaborative manner. Co-Spaces fosters creativity for the user as is offers an abundance of design choices and technological affordances. This tool allows the user to create their own virtual world with character and objects they design to convey coursework in a fun and interactive manner.  The teacher can create their own virtual classroom and place certain characters around the created environment who and interact with the user in a variety of ways, such as providing them with important facts they need to know. This application could be very useful in teaching almost any subject to any age group, due to its extremely flexible nature.

Here is a brief video explaining how to create your own virtual world for others to explore:

As this technology is very simply to use and is easily accessible, it can even by used by students. This tool could also be used as a project for students in a secondary history class, where they have to create their own environment to suit a specific time period. Here they could have characters act out a scene in history or provide important historical facts. In this sense, Co-Spaces Edu fosters creativity amongst students, as they have the creative freedom to include whatever objects/characters performing whatever actions or displaying any information they desire.

References:

Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented Reality in education – Cases, places and potentials. Educational Media International, 51(1), 1-15. [Online access to this article is provided through Macquarie University Library via http://multisearch.mq.edu.au/MQ:PC_PLUS_LOCAL:TN_ericEJ1024515]

Addock, M. (2018). Time to get ready for augmented reality. The Conversation. Available at: https://theconversation.com/its-time-to-get-ready-for-augmented-reality-89760

Woodford, C. (2018). What is virtual reality? Available at: http://www.explainthatstuff.com/virtualreality.html 

One thought on “Augmented Reality + Virtual Reality

  1. Hi Patricia,
    Your post provided some useful resources that have the potential to be effectively implemented into the classroom. I haven’t used Quiver personally, but it looks like it could be a useful AR technology to use in lower primary, specifically when looking at scientific concepts and familiarising students with annotated diagrams. It could also be used to encourage student self-directed learning by having the opportunity to manipulate and respond to 3D annotated diagrams such as the Cell and Volcano. I think you could improve your argument on the value of these resources by providing more evidence that is supported by research to reinforce your descriptions of these technologies. You’ve highlighted some valuable strengths using these AR and VR technologies, but I’m wondering if there is any research suggesting difficulties? Thanks for your resource ideas!

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