AUGMENTED REALITY IN EDUCATION THE NEW EDUCATIONAL REVOLUTION

AUGMENTED REALITY

Augmented reality is the integration of digital information with the user's environment in real time. Unlike virtual reality, which creates a totally artificial environment, augmented reality uses the existing environment and overlays new information on top of it.

Boeing researcher Thomas Caudell coined the term augmented reality in 1990, to describe how the head-mounted displays that electricians used when assembling complicated wiring harnesses worked. One of the first commercial applications of AR technology was the yellow "first down" line that began appearing in televised football games sometime in 1998. Today, Google glass and heads-up displays in car windshields are perhaps the most well-known consumer AR products, but the technology is used in many industries including healthcare, public safety, gas and oil, tourism and marketing.

Augmented reality apps are written in special 3D programs that allow the developer to tie animation or contextual digital information in the computer program to an augmented reality "marker" in the real world. When a computing device's AR app or browser plug-in receives digital information from a known marker, it begins to execute the marker's code and layer the correct image or images

POKEMON GO AND AUGMENTED REALITY

When searching for examples of augmented reality we often think of movies like Minority Report, or Ironman. Both movies feature computer displays that seem to take over whatever room they are in and allow users to sort through information with just a wave of their hand or a flick of their wrist. What most people don't think of is a game like Pokemon Go. Although, it seems that Pokemon Go will go down in history as the game that truly brought AR to the public at large. If you are not one of the millions of fans that are out there playing this game, all you need to understand is that the players are required to interact with reality in order to play. This is why we were seeing hoards of people running around parks and other pedestrian areas with their phones out “looking for Pokemon”. This is the core practice of Augmented Reality. It is technology that interacts directly with real world environments and supplements them with new content. Pokemon Go accomplishes this by making millions of people run around outside looking for cute little monsters that they can only see through their phone or tablet.

Pokemon Go has been able to gain a record-setting number of users since its release earlier this year. This has given the public a taste of AR and has shown major companies that the public is ready for more. There have been a few movements in the market that suggest that large companies are gearing up for some major AR releases. Microsoft has acquired intellectual property from ODG. Also, a company called Magic Leap obtained 1.39 billion in investments. They are planning to build a Google Glass like device that will seamlessly blend computer graphics with the real world. In addition, Apple acquired Metaio, which is an AR development company. Apple is most likely working on advancements for the iPhone Map App and satellite navigation.

AUGMENTED REALITY AND EDUCATION

5 reasons to use Augmented Reality in Education

FOSTER INTELLECTUAL CURIOSITY

Incorporating Augment into your lessons will make your students excited about learning. Born in the digital era, your students will be continuously stimulated with augmented reality. They will be excited by new ideas and think critically about the world around them.

HIGHER RETENTION

With a simple a scan, students can access augmented models representing anything from a part of the human anatomy to a famous monument to a molecule. Also, students can access websites directly from the Augment’s app. For example after scanning a photo linked with a 3D model of the Eiffel tower and viewing the augmented Eiffel tower, students can go directly to a web page with more information on the famous monument. This experience creates a complete learning cycle. Your students will retain more knowledge for a longer period.

PORTABLE AND LESS EXPENSIVE LEARNING MATERIALS

Prototypes, physical models, and detailed illustrations and posters are all extremely expensive. More often than not, schools do not have enough money to buy all the supplementary learning materials they would like. Further, these learning materials get worn down, lose their relevance, and get misplaced over time.

With Augment, you do not have to invest in physical materials. Students can access models from any device at any time. Whether they are at home or in the classroom, your students can study and interact with the course materials.

INTERACTIVE LESSONS

Let your audience participate! Students are able to access models on their own devices via Augment’s app. By viewing augmented models, the students can gain a better understanding of the concepts they are studying. This is a fun way to engage students and reinforce concepts they’ve seen during class lectures

EYE-CATCHING PRESENTATIONS

By integrating augmented reality into your lectures, you’ll capture the attention of your audience. You will have their undivided attention.

For instance, a teacher in dentistry integrated Augment into his lessons to show 3D models of teeth and how the human jaw works.

Credits:

Created with images by turkletom - "Augmented Reality" • stux - "pokemon pokemon go pocket monster"

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