Using Augmented Reality in Schools


Reposted from Innovate My School:

“Augmented Reality (AR) is cutting-edge technology that allows for a digitally enhanced view of the real world, uncovering hidden images, videos and texts to the user when the ‘trigger’ (or ‘marker’) image or item is scanned by a camera, adding layers of digital information directly on top of objects around us. Essentially, AR is hidden content, most commonly hidden behind marker images, that can be included in printed and film media, as long as the marker is displayed for a suitable length of time, in a steady position for an application (on a device such as a tablet or smartphone, by means of a camera) to identify and analyse it.

In schools, this technology can be used in many ways, the most exciting of which supports the control and programming demands of the new computing curriculum. This article shares a range of easy-to-create examples of Augmented Reality that could be used with your students; all you will need is a device such as an iPad with camera, and a suitable AR app installed on it. Note that these activities can be easily adapted to suit any age group or curriculum subject.

Becoming literate in the 21st century puts new demands on learners to be able to use technology to access, analyse, and organise information. Research around current practice of AR in schools (of which there is still relatively little, especially in the UK) has shown me that most of the teachers employing AR favour the free app ‘Aurasma’. Aurasma allows users to engage in and create Augmented Reality experiences (‘auras’) of their own; my list of suggested AR activities below highlight how both teachers and pupils can use this open source tool to essentially bring their learning to life.”

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