Raphael, Raphael. (June/July 2011). Abracadabra—it's augmented reality!. Learning & Leading with Technology, 38(8), Retrieved from http://www.iste.org/learn/publications/learning-and-leading/digital-edition-june-july-2011.aspx
The "magic" of Augmented Reality (AR) is not innovative in the sense that the concept has been around for some time now. It is an optical illusion projected on a 2D surface that simulates reality in 3D and thus engaging the viewer. We are all familiar with holograms and with the excitement that comes along when our eyes watch something pop up onto our reality. AR is a real-time digital hologram that is commonly used for advertisement and presentations but other uses are rapidly growing. The widespread interest for AR from different developers and businesses is fueled by the proliferation of faster computer processing speeds along with greater bandwidth. The 3D holographic animation (AR) is activated and mapped on the screen (the real world) when a AR code or square (marker) is picked up by a camera, a webcam, or other devices with a sensor. The animation is a breathtaking visual experience because the viewer is able to interact with the animation and manipulate it. Some AR examples can be enjoyed on GE’s Plug into the Smart Grid and the Getty Museum’s 17th Century Cabinet of Curiosities websites. The incorporation of this innovative technology, however, is in its incipient stages in the realm of education and educational technology; but the potential in the classroom as a learning tool is promising. This is evidenced by the development of children's books with AR content and by Zooburst, a creative story-telling tool that allows children to create AR pop-up books. Zooburt is also a great tool for older students because they can create digital portfolios using programs such as Photoshop and Comic life. Zooburst is a great example that emphasizes creativity and learning and it currently has no peers because it is intended for non programmers. Overall, Augmented Reality has made a lot of innovative progress but there's still a lot more to come.
Question #1: AR is definitely an exciting concept that would engage students, but how realistic is to integrate it to the classroom?
One major problem is the budget deficit faced by education. I am sure that AR programs and tools are expensive and schools, specially public schools, don't have the money to do that kind of spending. Also, I think that the money could be allocated in other basic areas that need funding. I think that if the basics are not being met, there's no need to be spending on programs and tools that are out of reach. It would be great if big companies such a GE funded AR technology.
Question #2: Besides children's books, in what other ways can AR technology be used in the classroom?
AR technology would be a great way to engage students in subjects such as history and science. History can sometimes be tedious because of too many dates and events, but 3D interactive images would definitely make learning more enjoyable. Past civilizations and events would come to life. And the possibilities for the sciences are numerous. The solar system, physical and chemical processes, and cells are some examples that would be more exciting in AR.
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