Virtual Reality is when a learner puts on googles and blocks out their reality to experience something in the virtual world. It is different than augmented reality because you block out your surroundings and just interact in the virtual world.
Virtual reality has come down in cost considerably. Most people think of very expensive solutions like Oculus Rift to experiences VR but so many now are accessible using smartphones and holders like Google Cardboard.
Here are some great apps that allow you to use virtual reality in Education
NearPod – Nearpod offers virtual field trips as part of their presentation software. Students can use Nearpod and iPad or a smartphone to explore sites all over the world.
The New York times has begun to publish virtual reality stories as part of their reporting. This is a wonderful way to bring your students into real world experiences beyond their classroom and geographical location. I especially like the VR experience for a pilgrimage to Mecca. You can use this app to help improve student empathy and understanding or larger global issues.
I am very new to playing with this tool but this is one of the ones that I am most excited about. Co Spaces is a virtual reality app where users can log on online and design their own Virtual Reality Spaces.
So why I am excited about CoSpaces –
I am really new at this – they added scripting 2 weeks ago.. (as you can see my birds are flying no where!!) But it is enjoyable, allows for problem solving, and allows for the great “Look what I made” moment. They have a lot of examples that students can use to problem solve and prototype. For example, to make my flock of birds fly, I used 1 bird and then modified the code from their example to make a flock. Think of the questions I could ask – how do I get them into V formation? How do I get them to fly farther? What do the coordinates mean?
Augmented Reality adds technology enhancements to everyday views and experiences. You do not tune out from reality but add to it.
What is Augmented Reality
Augmented reality is the ability to overlay an interactive
virtual environment over real life. Right now most Augmented reality is provided by a website, but in the near future they expect that you could add your augmented reality over the top of learning. https://www.youtube.com/watch?v=09vxKN1zLNI
Tips for Using Augmented Reality in Education
There are many ideas for using AR in the class. Many of
them are based on using AR as a way to embed codes or learning around a classroom or a school. Students use their devices to scan and interact with clues or QR codes in order to learn more from signs or topics.
Barcy, a coloring app, for example discusses how they address Gardner’s Multiple
Intelligences with their app. I can especially see how it helps with Kinesthetic learning and allowing students to move and interact with their learning.
How does this fit in the curriculum?
There are many standards that make AR relevant to the
curriculum. If I looked at the 21st Century standards for the American Association of School Libraries
21st century standards
It would fall under inquiry where students can manipulate their learning.
I believe that Augmented Reality apps like Barcy would allow learners to be Creative communicators – by communicating in multiple modalities. It would also allow them to be Innovative Creators. They can show creativity in how they style their coloring sheets, but by adding additional apps that allow for creation, students could create their AR content.
There are five different groups of Augmented Reality in my mind:
Games – these are games where you are looking for virtual items – the most famous is Pokemon Go. (http://www.pokemongo.com/)These objects are seen on your phone while viewing your actual surroundings.
2. Coloring Apps – These apps use QR code style sheets that are printed out that students can color and then interact with. if we think about the SAMR model – this truly lives the Augumented Level. Take regular coloring and Augment it to allow for interactivity. If we look at Bloom’s taxonomy in general when used as intended these apps don’t really move up the learning very high – however in true redefinition style – people are using these augmented apps to create other uses.
For example, Quiver App has a bunch of templates like their Dot template that creates an AR orb – many teachers are using it this for all kinds of activities – not just associated with Dot Day.
Chromville and Barcy – these offer coloring pages that deal with water and science. Characters are interactive and you can manipulate variables in some of the science related content.
3. Augmented Pals – I am not sure what to call this category – but there are several apps that will just create augmented items in your view.
ZooKaazam creates things like dinosaurs and bugs that you can display on any “busy” surface (think magazine cover)
4. Flash Cards – There are many AR Flashcards. These apps generally are geared for really young ages. Their images are not very complex but students can practice using letters, numbers and math with Augmented reality.