Using Augmented Reality Creatively in the Classroom

Augmented reality (AR) is an emerging three-dimensional technology that has made many key differences in the 21st century and in children’s learning. AR adds digital computer-generated environments and information that expands our physical world (Ibáñez, & Delgado-Kloos, 2018). Media characteristics explored throughout the use of AR promote student creativity and positive emotions such as inspiration and satisfaction as they meet goals, while applying and implementing more efficient and beneficial learning strategies (Wu, Lee, Chang & Liang, 2013).  The use of AR can help individualise students learning and assist in understanding key concepts mainly in science and technology, that would otherwise be difficult to comprehend.

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Dunleavy, Dede and Mitchell (2009), illustrated the many educational affordances of AR especially in the key areas of science, technology, engineering and mathematics (STEM), which include scaffolding, practical skills, conceptual understanding and spatial abilities. AR gives students an opportunity to imagine and see what they are learning and enable a better understanding by visualising it. Although, AR sounds like a fun and beneficial technology/ concept. It is a very costly system that requires schools to either employ or train teachers, to use the software and be able to understand how to create visual images of key concepts taught throughout a lesson. Once implemented in schools, AR can be easily used as an app on smartphones and tablets and simply taught to students.

Augmented reality also provides students with opportunities to create their own codes and activate three dimensional objects. Applications such as Anatomy 4D, Measure and BBC’s Civilisation AR, enable students to use technology in a variety of ways across the entire curriculum. AR can be implemented throughout all stages in the syllabus, as students are required to creatively use technological devices to further enhance on their knowledge. Cross curricula activities can be introduced as students conform their knowledge to form networks and transmit data into images. Thus, as the advancement of technology is growing students should be given an opportunity to try new technologies, such as augmented reality, which helps build on and visualise their knowledge.

Dunleavy, M., Dede, C., & Mitchell, R. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology, 18, 7–22.

Ibáñez, & Delgado-Kloos. (2018). Augmented reality for STEM learning: A systematic review. Computers & Education, 123, 109-123.

Wu, Lee, Chang & Liang (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62, 41–49.

3 thoughts on “Using Augmented Reality Creatively in the Classroom

  1. Wow! What a great way to incorporate Augmented Reality into a lesson! I agree that this technology would be incredibly beneficial in allowing students to get ‘hands on’ experience of a range of STEM concepts that would not be possible without the use of this technology. For example… it would be impossible for a high school class to dissect or examine a real human heart, however with the use of augmented reality technology, the students could see a realistic human heart generated with augmented reality.

    Once the limitation of financial cost has been overcome, I could definitely see schools of the future using and benefitting from a range of the specific Augmented Reality softwares that you mentioned. Great review!

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  2. Hey Abeer!

    This a very cool and engaging technology! I could imagine this being used productively in a science classroom and being able to get students to be on task and hands on with scientific activities helping them learn actively! I think the tech being costly is an issue as most schools may not be able to afford but if there can be ways to help fund for the technology (such as a school fundraiser etc) it would be very beneficial for students. It is important to always find new ways for our students to learn and make learning fun and interactive. I really enjoyed reading this! Definitely something I’ll consider once I’m in the classroom! Good work!!

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  3. Hi Abeer,

    I really liked that you mentioned ‘emotions’ because it truly is a big factor in starting the creative process! As mentioned by Donald Norman in the TED talk ‘The three ways that good design makes you happy’, if an individual is excited or happy they are more susceptible to out of the box thinking. In the context of your blog, the immersive and explorative nature of AR is sure to increase feelings of excitement, awe and wonder and as a result, encourage students to contribute new ideas and indulge in learning.

    A limitation that occurred to me might be that a quality AR learning experience may be dependent on the quality of the apps available. Also, as you mentioned, the success of AR in building creativity relies on whether teachers can efficiently operate and incorporate the apps in an activity.

    Overall, great work!

    Cindy

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