A.R. the Classroom Superstar

Tell Me About It
Augmented Reality (A.R.) is a form of technology that “layers virtual content on top of the real world, providing an opportunity for students to interact with content in a completely new way,” (Burns, 2016). Augmented Reality typically involves a traditional form of classroom instruction transformed by technology. Augmented Reality can be observed through different learning apps such as Quiver and Elements 4D. Quiver is an app that transforms colored pictures. A student can color a coloring page and take a picture of the artwork using the Quiver app (Educational App Store Staff, 2018). The app will transform the picture into a 3D formation that moves (Educational App Store Staff, 2018)! Elements 4D is an app that corresponds with the periodic table (Petro, 2014). Students can take pictures of a paper cube representing one element (Petro, 2014). The Elements 4D app will show a visual representation of the element, information about the element, and information found on the periodic table (Petro, 2014). The information portrayed is three-dimensional and interactive (Petro, 2014).

Trending
Every day, teachers are discovering new ways to use Augmented Reality to help their students enjoy the learning process and learn more efficiently. Teachers have redesigned book reviews using Augmented Reality (Schrock, 2017). This popular trend involves students verbally recording their reviews of the book they read (Schrock, 2017). These book reviews are attached to the book covers (Schrock, 2017). Readers can then scan the book covers and instantly hear a review of the book (Schrock, 2017). In addition to book reviews, it is popular for teachers to use Augmented Reality to make their PowerPoint presentations more interesting (Schrock, 2017). There was once a time when simple PowerPoints were sufficient to interest students. Now, PowerPoint is basic technology, and students easily lose interest. Teachers are supplementing their presentations with Augmented Reality apps that show three-dimensional examples of the concept they are teaching (Schrock, 2017). If a teacher is explaining the solar system, they may use the Aug That! app to show the solar system in a more engaging method (as opposed to pictures) (AUGTHAT! Augmented Reality in Education, 2015). Outside of academic content, it is becoming highly popular to use Augmented Reality for science experiments (Schrock, 2017). There are countless Augmented Reality apps that provide interactive and three-dimensional experiences with nature, the human body, dissections, space exploration, and more. Teachers are continually using these Augmented Reality apps to help students experience abstract concepts that are typically more difficult for younger students.

Updating Tradition
Augmented Reality is clearly redefining education and the possibilities for classroom exploration and learning (Nesloney, 2013). Many classroom tasks that were traditionally completed with paper are now accomplished using technology like Augmented Reality (Nesloney, 2013). For example, bulletin boards are now technologically interactive (Nesloney, 2013). Teachers may post designs or student work on the bulletin board that are linked to Augmented Reality apps (Nesloney, 2013). Any viewer can scan the board and see more pictures, hear students share information, or view models concerning the bulletin board’s subject. This is an excellent resource for bulletin boards inside the classroom. Teachers may make a bulletin board linked to Augmented Reality that students can independently visit to receive recorded answers to typically asked questions.

In addition to bulletin boards, word walls are now becoming linked to Augmented Reality (Nesloney, 2013). Word Walls are typically completed on paper and posted in the classroom (Nesloney, 2013). Now, teachers are displaying brief word walls that can be scanned by Augmented Reality apps to provide more information (Nesloney, 2013). The Augmented Reality word walls may include more words, pronunciations, spelling instructions, and definitions (Nesloney, 2013). There are countless ways to design and execute word walls.

Previously, coloring sheets were completed on paper and involvement terminated after the picture was colored. Now, students have the opportunity to use apps like Quiver to make their colored creations come to life (Educational App Store Staff, 2018). Students can color images, scan them into the Quiver app, and watch the image become a three-dimensional model that moves (Educational App Store Staff, 2018)!

Benefitting My Classroom with A.R.
There are so many ideas and options that are provided by Augmented Reality. This research made my imagination come to life, and I have so many ideas! Augmented Reality can help the classroom, learning, and basic lessons come to life! I thoroughly appreciate the concept that learning goes beyond reading and listening that are found in traditional classrooms (Nesloney, 2013). Learning deepens with creation and interaction (Nesloney, 2013). Introducing creativity into the classroom does not require arts and crafts activities that may clutter classrooms with paper, glue, and glitter. Many times, teachers are intimidated by their personal lack of creativity and are fearful of introducing creative activities into the classroom. Augmented Reality provides interactive and innovative options for all types of teachers.

I adore the concept of the Aug That! app (AUGTHAT! Augmented Reality in Education, 2015). I have so many ideas for incorporating the app into classroom instruction. The premade courses and lessons and activities are extremely useful. I can see Aug That! as an excellent resource to add to a substitute teacher plan! The substitute teacher could lead students through an activity using the app, or students could independently explore the provided lesson. Students are naturally absorbed by technology making classroom management a simple task for the substitute teacher. I also appreciate all of the geographic locations Aug That! can show students (AUGTHAT! Augmented Reality in Education, 2015). Teachers always want the absolute best for their students and always strive to expose them to experiences they would not typically experience at home. Although teachers cannot afford to go on traveling adventures with their students, the Aug That! app can show students wonders from all over the world (AUGTHAT! Augmented Reality in Education, 2015). I love that this app provides students opportunities that may be difficult to experience in person.

I love how Augmented Reality is not strictly an educational activity. There are countless Augmented Reality apps designed purely for entertainment. Some Augmented Reality apps can even provide emotional support for students (Nesloney, 2013). I believe the new technology would be a great resource to help young students, like kindergarteners, adjust to school and separation from parents. During open house or parent-teacher conferences, teachers could record parents offering support and encouragement to their student. The teacher can synch the recorded encouragement to pictures and tape them to students’ desks. Whenever students experience homesickness or disappointment, they can scan a picture that is taped to their desk to hear their parent’s praise and support (Nesloney, 2013).

References
Aug that! creating classroom engagement through augmented reality. AUGTHAT! Augmented Reality in Education (Director). (2015, April 24).[Video/DVD] Retrieved from https://www.youtube.com/watch?v=kg3CcaAgnUM&feature=youtu.be
Burns, M. (2016). 6 exciting AR apps for student learning. Retrieved from https://www.edutopia.org/blog/ar-apps-for-student-learning-monica-burns
Educational App Store Staff. (2018). Quiver education - 3D coloring app. Retrieved from https://www.educationalappstore.com/app/quiver-education-3d-coloring-app
Nesloney, T. (2013). Augmented reality brings new dimensions to learning. Retrieved from https://www.edutopia.org/blog/augmented-reality-new-dimensions-learning-drew-minock
Petro, D. (Producer), & Petro, D. (Director). (2014, Feb 28). Using the elements 4D app. [Video/DVD] Retrieved from https://www.youtube.com/watch?v=beodWECIzpo&feature=youtu.be
Schrock, K. (2017). August 2017: Augmented reality in the classroom. Retrieved from http://blog.discoveryeducation.com/blog/2017/08/01/augmentedreality/

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