![]() A teacher could create an explanatory video triggered by a picture of the problem. Imagine a math student learning a new process. (By doing this, the viewer is NOT dependent on a video hosting site like YouTube or Vimeo that may be blocked by the local district.) Then other users (like a classroom of students), using the Aurasma app on a tablet or smartphone, hold their device up to the picture and the experience comes alive with the corresponding video. The user also uploads a corresponding video into the Aurasma studio. With Aurasma, the user takes a picture of something and it becomes a trigger. The code symbol becomes a trigger for a related digital experience, like a video.Ī second platform takes the process further. To date, we are aware of two platforms that allow teachers and students to create their own Augmented Reality experiences. AR Flashcards, colAR Mix, Word Lens , SPACECRAFT 3D, and Anatomy 4D are but a few popular classroom AR experiences available as student resources. To date, there are a growing number of ready-made resources that use Augmented Reality. Morris Lessmore and other AR student resources to see that Dede's assertions are coming true. Professor Chris Dede of Harvard University lists Augmented Reality as an emerging learning style for neomillennial students (those born after 2000) in an article published 10 years ago in EDUCAUSE entitled “ Planning for Neomillennial Learning Styles.” One need only research the emergence of AR books like William Joyce’s The Numberlys and The Amazing Flying Books of Mr. But the ads identified him by eye scans and immediately began interacting with him by name! That’s the augmentation. As Cruise walked through a mall, he was bombarded with video advertising. Together they create Augmented Reality.Ī very popular example of Augmented Reality was shown in the popular 2002 movie Minority Report starring Tom Cruise. The augmentation is the digital experience. At key points during the reading, the student holds the device over the book and the book comes to life with music, special effects, narration, and even related games. As the student reads, he or she has handy a tablet device or smartphone with an appropriate app downloaded. A student picks up a book, turns the pages, and reads. The reality is the important, everyday experience of reading. Augmented reality takes an everyday experience and augments it with digital technology to create a new experience. There are many engagement connections to be made in this area.įirst, let’s get clear about what AR is. It is a fascinating field that has great potential to affect the way we learn. Augmented Reality, often referred to simply as AR, is a digital phenomenon that is growing increasingly in our everyday lives and our school classrooms.
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