An introduction to augmented reality in the classroom. Presented at Full Sail University's Education Media Design and Technology Advisory Board Meeting.
2. Augmented Reality
• The computer-aided process of
superimposing virtual information
within the context of a real-world
environment
• GPS/ Image recognition
• Provides students with pre-exposure
to content, vivid imagery, and
contextual learning
• Promotes analysis and evaluation
Photo by JetBoy2006
3. PROJECT
Georgia Historic Site Investigation (GHSI)
My thesis project at Full Sail University used augmented reality to transform
the tradition textbook into an interactive learning experience.
4. Imagine...
• A textbook that can adjusts supplemental
content to match a student’s future
aspirations (virtual mentors).
• A periodic table that can turn into an
interactive chemistry lab and provide vivid
detail of each element.
• Students submitting geo-browser tours of
historical events instead of 3-4 page papers.
• Students browsing the world instead of the
internet.
Photo by JetBoy2006
5. Restoring Fascination
• Augmented Reality - engage
auditory, visual and kinesthetic
learners
• Geo-Browsers (Google Earth) -
transform the typical geography or
history lessons into an interactive
experience
• Mobile Learning - create learning
experiences in and outside the
classroom
Photo by JetBoy2006
6. PROJECT
Historic Site Exploration (HSE)
HSE combined student-directed text, drawings, images, video, and
audio, HSE encouraged participants to connect their neighborhoods
to layers of history and to re-imagine familiar environments with
GPS technology.
Photo by JetBoy2006
7. Thank you for...
• Creating an environment that
connects imagination and education
• Gathering passionate people
with a vision for education and
equipping them with the tools
needed for change.
• Taking risks, breaking molds, and
raising the bar for online learning.
Photo by JetBoy2006