How does AR relate to my classroom or outside my classroom?

Posted: January 29, 2010 in AR, augmented, augmented reality, case studies, classroom, HARP, MIT

Suggested benefits:-

  • allow independent investigation of scenarios.
  • can be used by a teacher for whole class demonstration,
  • by students in a classroom through laptops, netbooks and desktop computers or,
  • by students exploring at home.
  • increased student engagement 
  • helps to explain difficult concepts

The 2010 Horizon Report predicts how emerging technologies will affect teaching and learning worldwide:-

“says that in the short term mobile technology will have the biggest effect on pedagogy. However, within three years, e-books and “augmented-reality” technology will also play a major role in universities.”

“So-called “augmented reality”, where digital information is overlaid on to the physical world, will become central to teaching in technical subjects, the report anticipates.”

One such example is the HARP (Handheld Augmented Reality Project) an “augmented reality” game designed to teach math and science literacy skills to middle school students.
Developed by MIT in which students move around a physical location, such as their school playground or sports fields, a map on their handheld displays digital objects and virtual people who exist in an augmented reality world superimposed on real space.

Links@Previous Blog Post E-teachUK
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