Augmented Reality in the field of Education
In the past, students could only study the human skeleton in images, videos or real-life anatomical models. Today, you are able to project an ultra-realistic 3D model of the human skeleton right in the classroom. This is one of the many ways augmented reality has changed teaching and learning.
Let's dive deep into the use of augmented reality for education as well as the many applications. We'll cover:
- What are the implications of augmented reality for education?
- What are the benefits of using augmented reality for education?
- Applications of augmented reality for education
- Augmented reality vs. Virtual reality
- Practical suggestions to implement augmented reality into classes
- Augmented reality doesn't substitute for the fundamental experiences of learning
- FAQs
What are the implications of augmented reality for education?
Augmented reality in the classroom (AR) means adding digital technologies to the physical class to aid students grasp real-world concepts. AR doesn't substitute for reality, more, it aids students and teachers comprehend otherwise elusive and obscure ideas.
Imagine that you're educating students on the solar system. Instead of speaking about it, you bring in an holographic projection device. It can display the sun and all the planets orbiting around it 3D within your classroom. You can make the planets bigger or smaller, spin them around, and even Zoom in for more details.
This allows learners to see the scale and arrangement of the solar system in a way that is more interesting and deep than conventional drawings or diagrams. Instead of just reading from the pages of a book, scanning images or viewing videos, students can interact through the solar system live and observe how everything connects.
What are the benefits of using augmented reality for education?
Let's take a look at the benefits of incorporating AR into your education context.
It increases accessibility for students in the classroom.
Take our solar system class, for example. This is how you can utilize AR to teach different styles of learning:
- Visual learners: Make use of an AR software that project a scaled-down model of solar systems into the classroom. Visual learners are able to see the orbits of the planets around the sun, observe their size in relation to each their size, and observe things like eclipses or planet rotations.
- Auditory learners: Discuss key details about the planets -such as its distinctive characteristics and its composition while using the AR model is active.
- Reading students : Provide supplementary reading materials or digital text overlays in the app including planet-related information or trivia and other historical discovery.
- Kinesthetic learners: Let kinesthetic learners engage with the solar system virtual with touch gestures and motion controls. Students can, for instance "grab" objects, rotate around and alter their orbits.
This helps create a more welcoming educational environment which permits students to study at their own pace and in a manner that best suits their individual requirements. Every student will be included regardless of how they learn.
It assists students in understanding complicated concepts
If you've not seen an onion, and no one spent the entire time explaining what it looks like but you may not know what that is. The visual representation, but, it makes it simpler to comprehend.
Augmented reality is even better. Not only can learners visualize difficult-to-understand concepts, but they can also actively interact with them. As an example, they could zoom into the virtual onion in order to see its texture closely. They can "peel off" each layer so that they can see the onion's internal structure.
At the end of the class, students will understand what an onion actually is and will be able to explain it in the same way as someone who's seen the real thing.
Applications of augmented reality for education
Now that you have an understanding of the concept of the concept of AR and its advantages, let's look at some real-life ways to integrate AR into the classroom.
AR within STEM
The HTML0 format has two primary AR uses in STEM education: Inquiry-based simulation and problem-based simulation
Inquiry-based simulation
It is done by making use of AR apps to visualize abstract concepts and situations in a way that makes them more accessible to explore and study. Students are provided with hands-on practical knowledge of complex subjects.
The GeoGebra Mathematics simulator AR app is a great example here. It lets students make interactive 3D models of geometric shapes when they work on questions. The students can zoom into various aspects of the shape and alter its shape according to the mathematical equation.
It allows students to learn math concepts in a fun manner.
Simulation based on a problem
Utilize AR to build real-life situations that demand problem-solvingin a group or within a self-directed setting.
A good example one is AR Circuit. It's an interactive model which lets students connect circuit boards virtually. They can experiment with different parameters and conductors as well as discover how changes in these settings affect the inner operation of an electrical circuit.
On the basis of what motivated the application, Harry Banda said AR Circuit was born from the desire to fill the gap between equipment and Zambian schools, specifically for Physics and Chemistry classes.
AR within History and Art
The most significant application for Augmented Reality in the field of history is in immersive learning. It helps you to recreate historic events and make learning more enjoyable.
One application that can do the job well can do this really well is Living History, which is typically used in museums for guided tours that are self-guided. It evokes the ghosts of historical characters that re-enact exactly what happened in the past.
If you're walking around the World War 1 section of the museum. Instead of simply looking at the notes and photos it's a journey through the ghostly silhouettes of soldiers fighting and through the scenery and trenches of the battlefield.
Other applications of AR in history and art are:
- Digital graffiti allows students to make beautiful graffiti, without defacing walls. There are numerous mobile apps that can be used for this, like Vandaleak as well as Graffiti Go.
- Virtual 3D art creation which permits students to transform paintings and sketches to 3D artworks they can engage with. If a student sketches an image of a home; they could convert it into a life-like house and put it anywhere with FeelTheArt.
- Host AR art exhibits right inside the classroom. Students can utilize Artivive to create beautiful AR artwork for free.
AR in the field of medicine
Augmented reality can be used to aid in scenarios in medical education. The case-based simulations are designed to present learners with a complex scenario that is based on a real situation they might encounter in their professional lives. It helps them apply their skills practically and develop core competencies for life in the real-world.
An excellent illustration is AccuVein an image-based vein visualization device. It uses augmented reality to project images of the veins on their skin, which helps medical professionals locate veins more quickly and precisely.
Students in medical school may make use of the AccuVein device to learn how to identify veins on a simulated patient. AccuVein gives real-time feedback that helps students to improve their precision and accuracy.
Augmented reality and. Virtual reality
Augmented reality and virtual reality are often used interchangeably, however, they refer to different things. Here's a quick comparison table which demonstrates how these techs compete against each other.
Augmented Reality | Virtual Reality | |
Definition | Integrates digital information with reality | Immerses users in the world of virtual reality |
Interaction with real life | Inlays digital content on actual world | Replaces the real world with a digital one |
Immersion level | Partial immersion | Full Immersion |
Cost | Affordable | Pricey |
Devices | Tablets, smartphones, smart glasses | Head-mounted displays (HMDs) VR headsets |
Examples | Virtual 3D models | VR simulators |
Let's explore some of these distinctions more thoroughly.
Definition
Augmented reality is a way to overlay digital content on the real world in order to make it easier for people to understand it better. Virtual reality, on the other, doesn't interact with the real world. Instead, it immerses the learner in an entirely digital universe.
Examples
Imagine that you're providing a course on the human body. Through VR, you'll be able to make an experience that is immersive, where the learners are transported inside the human body, allowing them to see its internal functions. You can play with the various organs, zoom for more details as well as observe how each organ functions in real-time. This makes for a highly engaging and immersive environment for the students to learn in.
On the other hand it is possible to use AR it is possible to look up a text book page on the human heart. You can then see the 3D image of the heart at the high up on the page. Students can play around with the model, observe its different parts, and learn about how the heart functions in relation to the other organs. Students can also be able to see the textbook beneath this, which provides a blended learning experience.
Cost
Augmented reality is generally cheaper than virtual reality as it requires lesser equipment.
When using AR it is common to require a tablet or smartphone and an AR app to get started. A majority of AR apps designed for educators come with an initial free trial -- with premium plans that cost 100 or less.
In contrast VR needs the use of a headset, which can run hundreds or thousands of dollars. In the case of Meta, for instance, their Quest 3 VR headset costs around $500. Apple's Vision Pro headset costs $3,499. You might also need to buy a powerful computer to operate your VR software.
Practical suggestions for using augmented reality in the classroom
Remember these points when you are using Augmented Reality to enhance the teaching and learning.
Use the technology in conjunction with educational goals
It doesn't matter how well-developed the AR tool or software is. If it's not assisting you to reach your learning goals Then it's not the right tool.
Write three to five things you'd like your students to know how do by the end of class. Imagine you're in charge of a class regarding the solar system. your learning objectives might look like this:
- Students must be aware of how the solar system
- Students should be able distinguish the orbits and the rotation
- Students should be able to recognize the planets that make up our galaxy
After you've outlined these goals, the next question is, "What AR tools can help me accomplish these objectives?" For example, you might utilize a virtual projection device to show realistic images of the solar system.
Consider your budget
Find inexpensive AR tools that are simple to operate and maintain. What you don't want is to teach students about Augmented Reality only to have them stop later because you can't maintain or upgrade the equipment.
There are numerous inexpensive and free AR devices for a variety of educational use cases (and we've listed a few in this article. Geogebra is a good example here. It is possible to find other examples using a basic Google search to find free AR applications.
Carry the learners with you
You also need to consider the knowledge level of your learners. If they have no idea what AR tools work you should start with basic AR apps like 3D mobile apps. You can introduce more complex applications as they become more knowledgeable about the technology.
Augmented reality can't substitute basic learning experiences
Imagine augmented reality as the frosting to the cake. It could enhance your learning experience, but it can't fix the broken systems such as a lack of well-defined learning objectives, poor planning, and insufficient feedback.
Pay attention to these fundamental educational requirements before you start. When you've fulfilled them, you can incorporate augmented reality to deliver higher quality experiences for students.
Augmented Reality FAQs
Find the answers to commonly sought-after questions regarding augmented reality in education.
How do I get started with AR for my class?
First, figure out where the augmented reality technology fits in your classroom's current setup. After that, look into budget-friendly AR applications and devices. For example, start with inexpensive AR software that works on your smartphone before investing in more expensive hardware.
In the next step, slowly introduce your students to this new AR set-up for learning. Define why AR can be and explain how it could be applied in the classroom. Show them some examples of AR experiences and invite them to play with AR apps and software by themselves.
Are there any affordable AR devices for schools?
Yes, there are budget-friendly AR software and apps designed for schools. A good example is Co Spaces Edu, a 3D animation tool. The free version is available while the paid plans begin with $74.99.
What subjects benefit the greatest the most AR integration?
AR integration can be suitable for classes with visual or spatial components like History, Science, and art. In science, for instance, learners can use AR to interact through virtual simulations of chemical compounds or cut up virtual creatures.
In the realm of history, they are able to discover ancient civilizations through overlaying virtual ruin sites onto actual locations. In Geography you can discover diverse cultures and nations by overlaying virtual maps or landmarks over real-world places. Art students can make use of AR to bring their creations into 3D.
What are some of the typical applications of Augmented Reality in the field of education?
There are many ways using augmented reality in order in order to boost learning and teaching at the level of classroom. For example, you can incorporate 3D models and animations to your textbooks to make them more engaging. You can also visualize real-life situations like a tree germinating from the soil, and abstract concepts from science.