1. Augmented
Reality
Research presented on the current
trend of augmented reality in the
classroom.
By Amanda Ellis
2. Presentation Goals
To Define Augmented Reality.
Discuss the purpose of
Augmented Reality in the
classroom.
Discuss barriers that teachers
face with implementing
augmented reality.
3. What is Augmented Reality?
In a traditional classroom instruction is delivered in a variety of ways and
is chosen based on accessibility of resources and student needs.
Augmented reality is a virtual learning environment that can be
designed to deliver instruction and training in many different
subjects. An expert in augmented reality, Ronald Azuma, defines
augmented reality as a device, “that allows the user to see the real
world, with virtual objects superimposed with the real world.” According
to Shelton and Hedly (2002) it is “a system of tools that allows a person
to view one or more virtual 3D objects in the real-world” (p.1). It allows
students to interact with virtual worlds in a real world setting. An
augmented reality classroom allows students to interact with
environments that are not easily attained or even possible in the
traditional classroom setting.
4. Is Augmented Reality a New
Idea?
Augmented reality in
classrooms seems like a fairly
new idea; however, it has a
history that dates back to the
1960’s.
5. Why use augmented reality in the
classroom?
Students need to be engaged in their
learning environment
Real world application and experience
Understanding
Every learning style can be reached
7. Real World Application
In the article 7 Things You Should Know about Augmented
Reality by Educause (2005), it explains that, “the goal of
augmented reality is to add information and meaning to a real
object or place.” It hands teachers the world at their finger
tips. Real world learning and experience is expensive and can
be a dangerous or impossible. Augmented reality can take
students into space, inside a volcano, or even to the core of
the Earth.
9. Increase Understanding
An augmented reality learning environment will increase a
students level of understanding by allowing students to
interact with the object they are learning about. Lee
(2012) states that augmented reality, “can provide each
individual with their won unique discovery path with rich
content from computer-generated, three-dimensional
environments and models.”
10. Barriers of Implementation
Although the technology used for augmented reality, such as
mobile phones and iPads, are easily accessible and the price
continue to decrease, these technologies are not yet readily
available in schools. According to Lee (2012), “insufficient
funding by the government and lack of awareness of the need
of augmented reality in academic settings,” is the primary
reason for the lack of implementation.
11. Conclusion
Augmented reality arguably has is place in the classroom.
I believe that is it in our near future that we will begin
experiencing classrooms that use augmented reality to
deepen understanding and increase engagement. As
mobile devices make their way into the schools, this will
allow a pathway for augmented reality and a learning
experience that a textbook alone could not provide.