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Topic 5 - Augmented Reality

Writer's picture: lachlanshankslachlanshanks

Updated: Apr 11, 2023

Emerging technologies of Augmented Reality (AR) in Education could pave the way for different methods of teaching (Bower et al. 2014; Southgate, 2018). AR is a form of technology that imposes digital, simulated realities onto the real world. Merge Cube is a technology that uses both AR and a physical trigger to allow students to manipulate a small model of a particular item. They can click different sections of the item on the iPad to see more information. Alternatively, students can separate each of these items to show how they fit together. This is an excellent way of engaging students in an enjoyable, interactive task. Below are some pictures of my own engagement with these technologies in class. Additionally, Osmo has created a range of games using a 45˚ mirror that allows an iPad app to seamlessly interact with what a student is completing on their desk. One such game incorporates a whiteboard, where students draw the prompt, and the monster in the game 'pulls' their artwork into the device. This is a fantastic way to encourage students as they see their own work being manipulated by technology.


One potential drawback of the Osmo games described is the lack of individual creativity. The provided examples are educational games (Osmo Pizza, Osmo Words etc.) that are somewhat restrictive. The students must draw the prompt that is asked of them in each round. As a result, this game may be best used purely as games-based learning. The Merge Cube, however, could be used to foster creativity as a physical demonstration for a creative arts project. The students may have to create their own volcano and can use the Merge Cube as a reference to explore and study.

















CC by Lachlan Shanks

















Zapworks Activity: [CC by Lachlan Shanks]

Zapworks is an intuitive program that could easily be used in the classroom as a multimodal way of representing information. Students can be exposed to Augmented Reality as a different form of technology, using it individually and practically. They could use the program to create an interactive poster on the content they have been learning, incorporating different modes of communication. This fosters creativity in students, as well as developing their digital literacy and ability.


 

References


Bower, M., Howe, C., McCredie, N., Robinson, A. T., & Grover, D. (2014). Augmented Reality

in education – cases, places and potentials. Educational Media International, 51(1), 1–15. https://doi.org/10.1080/09523987.2014.889400


Southgate, E. (2018). Virtual Reality in Curriculum and Pedagogy: Evidence from Secondary Classrooms. Routledge.

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Jessica Brown
Jessica Brown
11. Apr. 2023

Hi Lachlan,

Thank you for your blog post! I loved all of the personal footage that was incorporated – was also good to see that you identified the images as your own work. It was a strong start with your firm opening of how AR is setting the path for future generations in education. You clearly identified the Merge Cube as your chosen piece of AR to focus on for this post. It was also good to see a comparison of other technologies like Zapworks in this post. I was a bit confused in your explanation as to how Merge Cube is operated, I felt as though that paragraph was jam-packed with ideas and it wasn’t easy to follow. You…

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Gast
02. Apr. 2023
Mit 4 von 5 Sternen bewertet.

Hi Lachlan,


Fantastic and enlightening blog post! I appreciate the drawback identified within the Osmo applications and the further benefits of Merge Cube for students, as this provides extensive examples for teachers to think about when using Augmented Reality in the classroom. However, I would have enjoyed to read more about support for some points that you have made within your blog post and additionally some links to the NESA outcomes.


Eva Kostopoulos 02/04/23

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Gast
02. Apr. 2023

Hi Lachlan Thank you for posting about AR within the classroom! I enjoyed your effective analysis between Merge Cube and the OSMO games and how they can be effectively used within the classroom. I also enjoyed how you analysed the differences in creativity enhancement between the different games while stating that Merge cube would be more effective. One thing I would like to see more is the pedagogical use between both of the games. you briefly mentioned game-based learning, but I would love to know how that is utilised to link to the syllabus or how it is utilised to enhance understanding of creativity Thank you for your blog, it was well constructed Jeremy Segal 2/4/2023

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Ashleigh Norsa
Ashleigh Norsa
28. März 2023
Mit 5 von 5 Sternen bewertet.

Thanks for sharing so many different options for AR in the classroom! It's nice to see that you've interacted with a number of different technologies and written about your experiences with many of them.


I like that you've discussed how these technologies can be used to foster creativity in students, but much like Victor I would've loved to have seen some links to the syllabus so that I can decide if these tools are a good fit for my classroom.


Your limitations for the Osmo games are well explained, as they are definitely restrictive in their abilities.


Great job!


28/03/2023

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Gast
27. März 2023

Hi Lachlan!


Excellent work on your blog post about AR technology in education!


You've provided many great classroom applications for the tools you described that uses AR technology, especially in fostering creativity amongst students.


This could've been further supported with some direct links to syllabus outcomes with consideration for stage appropriateness.


Additionally, further resources and studies that demonstrate the cognitive and pedagogical benefits of using AR would've been nice to see as well.


Regardless, I really enjoyed your blog post!


Victor Sweeney (45964815)

27/3/23

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Lachlan Shanks

EDUC3620 - Digital Creativity & Learning

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