Kentucky reading teacher Ashley Judd uses augmented reality to get her students …
Kentucky reading teacher Ashley Judd uses augmented reality to get her students excited about learning. The PBS Digital Innovator says she has seen student engagement soar since she started using more technology in her classroom because students are already excited about using iPads and other devices. In this video, students use an augmented reality app to create an interactive memory book.
This is a challenge based activity in which students use augmented reality …
This is a challenge based activity in which students use augmented reality and trial and error in order to determine how changes to a quadratic equation affect the shape of a parabola. Students use the Geogebra AR app to manipulate equations and change the parabola to fit around a physical object.
This is a challenge based activity in which students use augmented reality …
This is a challenge based activity in which students use augmented reality and trial and error in order to determine how changes to a quadratic equation affect the shape of a parabola. Students use the Geogebra AR app to manipulate equations and change the parabola to fit around a physical object.
Students learn how engineers gather data and model motion using vectors. They …
Students learn how engineers gather data and model motion using vectors. They learn about using motion-tracking tools to observe, record, and analyze vectors associated with the motion of their own bodies. They do this qualitatively and quantitatively by analyzing several examples of their own body motion. As a final presentation, student teams act as engineering consultants and propose the use of (free) ARK Mirror technology to help sports teams evaluate body mechanics. A pre/post quiz is provided.
The app is currently used in a research study which aims to …
The app is currently used in a research study which aims to investigate how Augmented Reality can influence STEM (Science, technology, Engineering, and Mathematics) education and if it can improve pupils interest towards STEM. Its main purpose is to enhance interest and curiosity levels in STEM, particularly focused on topics like astronomy, space exploration, and space technology.
This project, which started in May 2021, has a duration of two …
This project, which started in May 2021, has a duration of two years ending last April 2023. DITMEP project aims to improve manufacturing learning, in particular Risk Prevention courses, generating digital capabilities on the methodology (through e-learning, gamification and augmented reality experiences) for educators and trainees. This supports and helps the transformation of manufacturing training aftermath of COVID-19. DITMEP has developed these blended courses for risk prevention with digital capabilities, in a transnational format solution for an innovative and reinforced education on composites manufacturing, which can be easily replicated at other sectors. The DITMEP project consortium is composed of 5 partners, from 3 different EU countries (Germany, Spain, Portugal). Partners come from the training center, university and certifier sectors to cover all aspects of training course development. The main objectives of the project are: • Training course deployment in an e-learning platform with a core syllabus on Risk Prevention and Health, prepared for its adaptation to the specific countries regulation. • Deployment of a common gamification methodology for Risk Prevention training modules • AR mobile application development to support 2 series of learning experiences proposed as part of the core training (virtual spaces signalisation and emergency drills). • To reinforce learners and teachers with digital capabilities: guides on how to use the materials, how to complement in-presence teaching and to develop on-line trainings. • Tools and methodology evaluation through pilot training implementations (in all 3 countries) with included tests for evaluation the procedures from the teachers/learners. Despite the corona pandemic, work in all work packages was able to start in May 2021. The fact that the topic of "digitization" has become extremely central nowadays motivates all project partners and shows that our research project has gained relevance again. The digital tools developed in this project will help to continue to provide high-quality training in the future. Our training course "Prevention of occupational hazards in composite manufacturing” consists of the two blocks "General Risks" and "Specific Risks in Composite manufacturing". The first block is divided into 3 units, the second block is divided into 5 units. Each unit will have its own theoretical part in which the trainee has to build up his knowledge. What you have learned can be applied in the practical part. For our “Personal Safety Equipment” and “Signalization” units, the practical part consists of AR tools, which we developed as part of the project. The theoretical part has been completed and translated into the respective languages of the consortium members (English, Spanish, German and Portuguese). All learning material are available on a Moodle platform and downloadable. The Moodle platform, the AR tools and the entire training course have been validated in pilot tests
When the world is at our fingertips, the new generation of students …
When the world is at our fingertips, the new generation of students appear to be more technology driven towards using the electronic devices in their daily life. The smartphones and smart electronic devices are fast improving with the advancement of the new generation of android devices with some devices are built specifically for Augmented Reality (AR). The 21st century learning approach advocates the integration of technology for more interactive teaching and learning activities. Thus, this research developed a mobile AR application which integrated the android-based application to assist the teaching and learning activities in University Malaysia Sabah (UMS). UMS students are required to take the English language courses from the Centre for the Promotion of Knowledge and Language Learning (CPKLL). However, the current challenges in the English language classrooms are students’ lack of interest in conventional teaching and learning activities and their limited attention span. In view of this, the gamification element is injected inside the classroom by utilising a creative approach to the existing conventional scavenger hunt game. The implementation of an android application with AR capability allows the students to play educational quizzes. The two-fold objectives of this project included: (1) developing an android-based fun quiz application with AR technology which was location-based so students could experience interactive learning environment; and (2) investigating the implementation of this mobile application during English lessons. Iterative methodology was employed in this research which comprised planning, analysis, design, implementation, testing phase, deployment and follows next iteration (if needed). The findings suggested that students were able to answer the AR quizzes at several locations around UMS and provided the lecturers with real time access to the results. It is hoped that the mobilised scavenger hunt application will provide more interactive and learning activities via gamification.
A jigsaw style activity where students learn the basics of topographic maps …
A jigsaw style activity where students learn the basics of topographic maps and teach their peers about glacial landforms through use of an augmented reality sandbox.
This is a brief tutorial for teachers and/or students in using the …
This is a brief tutorial for teachers and/or students in using the main features of Google Expeditions and Tour Creator. I demonstrate the interface of the Expeditions app on iPad and Smartphone, both from a teacher and student perspective. I also show an example of the Tour Creator which is newly available from Google/Poly and has potential for student artifact creation as well as custom teacher-made materials. In an attached document I explain how these newer functions satisfy the concerns expressed by some toward VR and how they support a Digital Didactical Design teaching model.
This resource is a video abstract of a research paper created by …
This resource is a video abstract of a research paper created by Research Square on behalf of its authors. It provides a synopsis that's easy to understand, and can be used to introduce the topics it covers to students, researchers, and the general public. The video's transcript is also provided in full, with a portion provided below for preview:
"Restoring hand motion to people experiencing amputation, paralysis, and stroke is a critical area of research and development. While electrode-based systems that use input from the brain or muscle have proven successful, these systems tend to be expensive and difficult to learn. One group of researchers is exploring the use of augmented reality (AR) as a new way of controlling hand prostheses. A camera mounted on eyeglasses tracks LEDs on a prosthetic to execute opening and closing commands using one of two different AR systems. One system uses a rectangular command window to control motion: crossing horizontally signals “open” along one direction and “close” in the opposite direction. The second system uses a circular command window: once control is enabled, gripping strength can be controlled by the direction of head motion. While the visual system remains to be tested with patients, its low cost, ease of use, and lack of electrodes make the device a promising solution for restoring hand motion..."
The rest of the transcript, along with a link to the research itself, is available on the resource itself.
The overall aim of the IDentifEYE project is to enhance student online …
The overall aim of the IDentifEYE project is to enhance student online safety by empowering student online resilience. The present manual introduces new elements to teachers on four levels: new topics – (online) identities and a critical view on globalized society – interactive didactics, elements of prophylactics and introductions to new technologies and in particular to Augmented Reality. These elements are customized for two different target groups: teachers teaching students aged 8-11 and teachers teaching students aged 12 – 14. The manual is available online in six languages
The overall aim of the IDentifEYE project is to enhance student online …
The overall aim of the IDentifEYE project is to enhance student online safety by empowering student online resilience. The present manual introduces new elements to teachers on four levels: new topics – (online) identities and a critical view on globalized society – interactive didactics, elements of prophylactics and introductions to new technologies and in particular to Augmented Reality. These elements are customized for two different target groups: teachers teaching students aged 8-11 and teachers teaching students aged 12 – 14. The manual is available online in six languages
Imagine being transported into an entirely new world, or see the world …
Imagine being transported into an entirely new world, or see the world you know being transformed in fantastical ways: that is what immersive experiences can deliver. Traditional classroom learning can be restrictive and at times dull, but virtual reality (VR), augmented reality (AR), and mixed reality (MR) can offer transformative learning experiences that are novel, interactive, and exciting. There is nothing quite like the immersive experience that this media and these technologies offer. It these experiences and this technology pertaining to education and natural and cultural history that we explore in this open course.
In this presentation on "Immersive Technology in Education," key concepts such as …
In this presentation on "Immersive Technology in Education," key concepts such as AR (Augmented Reality), MR (Mixed Reality), VR (Virtual Reality), XR (Extended Reality), Metaverse, and Multiverse are explained clearly to highlight their relevance and application in the educational landscape
Students learn about video motion capture technology, becoming familiar with concepts such …
Students learn about video motion capture technology, becoming familiar with concepts such as vector components, magnitudes and directions, position, velocity, and acceleration. They use a (free) classroom data collection and processing tool—the ARK Mirror—to visualize and record 3-D motion. The Augmented Reality Kinematics (ARK) Mirror software collects data via a motion detector. Using an Orbbec Astra Pro 3D camera or Microsoft Kinect (see note below), students can visualize and record a robust set of data and interpret them using statistical and graphical methods. This lesson introduces students to just one possible application of the ARK Mirror software—in the context of a high school physics class. Note: The ARK Mirror is ported to operate on an Orbbec platform. It may also be used with a Microsoft Kinect, although that Microsoft hardware has been discontinued. Refer to the Using ARK Mirror and Microsoft Kinect attachment for how to use the ARK MIrror software with Microsoft Kinect.
The current challenges in the English language classrooms are students’ lack of …
The current challenges in the English language classrooms are students’ lack of interest in conventional teaching and learning activities as well as limited attention span during lessons. In view of this, the gamification element is injected inside the classroom by utilising a creative approach to the existing conventional scavenger hunt game. The implementation of an android application with AR capability allows the students to play educational quizzes. The two-fold objectives of this project included: (1) developing an android-based fun quiz application with AR technology which was location-based so students could experience interactive learning environment; and (2) investigating the implementation of this mobile application during English lessons.
Virtual meeting spaces have now become integral to modern education and have …
Virtual meeting spaces have now become integral to modern education and have the potential to make education more accessible, engaging, collaborative and relevant in our rapidly changing world. In this OER we explore how virtual meeting spaces have evolved over the past few decades with an emphasis on the critical role of interfaces in shaping the virtual meeting experience. We investigate what future virtual meeting spaces may look like and attempt to reimagine a future where standards in education are maintained and virtual environments are responsive to learners, society and environmental needs.
Students explore augmented reality audio through the design and evaluation of prototypes. …
Students explore augmented reality audio through the design and evaluation of prototypes. Participants will probe design space and illuminate creative possibilities. This includes productive, playful, and social applications, as well as the intersection between games and music. The course builds understanding of the limitations and strengths of iterative design and rapid prototyping as research methods, familiarizes students with the theoretical foundations of design exploration, and practices working with physical and digital materials.
Transmedia storytelling is the practice of designing, sharing, and participating in a …
Transmedia storytelling is the practice of designing, sharing, and participating in a cohesive story experience across multiple traditional and digital delivery platforms - for entertainment, advertising and marketing, or social change.
This course will help you to design a strategy for developing and telling your own transmedia story. You will learn about what it takes to: • Shape your ideas into compelling and well structured narratives and complex story worlds • Identify, understand, and engage different audiences in your stories • Create cohesive user experiences across different platforms • Evaluate existing and emerging technologies to share your story with the world, and help your audience participate in the larger storyworld you create
The course provides you with a unique, authentic, and industry relevant learning opportunity. You will have access to current theory, industry examples and advice and undertake learning activities that will equip you with the tools you need to start developing your own ideas.
This resource is to provide an understanding of the following: Virtual Reality, …
This resource is to provide an understanding of the following: Virtual Reality, Augmented Reality, Properties of Virtual Reality, Properties of Augmented Reality, The Effectiveness of the Emergining Technologies in Education, Outcomes of Student Learning and Experience.
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