What is augmented reality? Less commonly known then its cousin virtual reality (VR), augmented reality (AR) is technology which allows us to see the real world with digital augmentation overlaid on it. Although less commonly known, some uses of AR are much more known, such as Snapchat lenses or the mobile game Pokémon GO. The existence of AR in educational settings is not very prevalent at the time of writing, however, there are a range of technologies available which may allow for creative expression in the classroom. The EDUC3620 Tutorial allowed us to investigate a range of these technologies and think of possible uses for them.
Spacecraft AR (Spacecraft AR – NASA Mars Exploration) is an application which allows you to see models of spacecrafts used by NASA, and allowed for movement, rotation and scaling of the model (Figure 1). I believe the most creative programs for programs like this is in presentations. Such an example would be a space presentation in which other students could walk around and see the traits, or functions mentioned by the presenter. This would make the presentation significantly more enjoyable and interactive and expand the capabilities of the presenter (Jelemenska et al, 2011).
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Merge Cube's (Merge Cube | AR/VR Learning & Creation (mergeedu.com)) are objects, connected to viewing apps which allows the physical movement of an augmented object. The application is able to accurately cast an image onto the cube and maintain its position with size and rotation relative to the real world. Similar to Spacecraft AR, I believe that this program would excel in creative presentations. Tasks could be designed where students are required to create panorama environments which fit the images cast. This could be an island with a volcano (Figure 2.) or a solar system scene with a focus on the earth (Figure 3.). By creating these scenes, they will be inherently creative and will be able to expand upon their design thinking.
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The final program we used in the tutorial was ZapWorks (ZapWorks: The Most Powerful All-In-One WebAR platform), which we used to create a scannable image which would portray three dimensional assets on the screen. This program was incredibly intuitive to use, which when placed in a educational setting will help prevent creative restrictions, particularly with the flow of a lesson. The only difficulties students may face is with the requirement to use photoshop, or a similar photo editing software to impose a QR code onto the image. Our creations, although rather similar required us to use a range of assets and tools (shown in Figures 4., Figure 5., Figure 6., and Figure 7.), and by having access to a large number of options students will be able to express their ideas clearly. Creative uses of ZapWorks could include the creation of an image which will highlight different plants and animals in the area shown, after which this could be handed in alone, or used as a student-teacher task, where they explain their creations, an example of this is shown in my creation (Figure 8.). By allowing the students to create the explorable environments they will be able to express creative ideas that are relatable to other students, in turn both expanding the presenter, and the participant's knowledge.
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References:
Jelemenská, K., Čičák, P., Dúcky, V. (2011). Interactive presentation towards students' engagement. Procedia, Social and Behavioral Sciences, 29, 1645-1653. Interactive presentation towards students’ engagement - Macquarie University (mq.edu.au)
Hi Tyler,
You've presented a good blog about AR technologies. It is good to test out your OR code through my device. I see how teachers' would value their students' using the Zapworks QR code technology. For example, teachers can view their students work quickly.
The pedagogical issue you mentioned about, 'the requirement to use photoshop, or a similar photo editing software to impose a QR code onto the image'. To continue exploring your statement, what other softwares can help create a QR code? Due to the fact, photoshop may not be accessible for students. I would've like to see an example of this.
Nice to see you include visuals of you using, SpaceCraft AR and Mergecube AR.
Overall, good…
Hi Tyler I enjoyed how your post on AR technologies, including SpaceCraft AR, Mergecube AR and Zapworks, have been utilised to enhance students' creativity within presentations. Furthermore, I like your comparative review between the three technologies and their effectiveness in improving the understanding of different concepts within education and how other elements of the technologies can be observed, evaluated and analysed to increase students' creativity and abilities. I would love to see these technologies' pedagogical concepts; what are the beneficial uses of the programs within the environment, and how can they positively impact students learning? I think experiential learning or constructivism would be effective in this concept! I would also like to see what limitations you think each technology has. What do…
Hi,
I enjoyed your post on AR technologies. I liked the section you included on SpaceCraft AR and how it could be used in students presentations to make them more interactive. I would've liked to see a specific link to which subject area and content strand you would be focusing on to use this in, but this idea is still very interesting.
I also enjoyed your inclusion of lots of media and images from the tutorial to help us understand how you used different AR technologies. This made the blog post more visually engaging as well.
Overall the post was interesting, but I would have also liked to see some inclusion of the limitations of these technologies.
Well done! :))
Hi,
this is a good blog! You have provided a strong introduction to Augmented Reality and provided some examples of how you used it personally. I would have like to see some issues that arise with AR and also how you would implement it in your classroom. Overall this is a good blog!
Thanks, Euan. 28.03.23