Week 5 Topic 5: Augmented Reality in Education
Akcayir & Akcayir (2016) defines AR as a technology that 'overlays virtual objects (augmented components) into the real world'.
Osmo Monster
(Osmo, 2016)
Bower et al., (2014) discusses a pedagogical approach of teachers using Augmented Reality systems in their classroom. Such as, the use of AR for 'constructivist learning' (Bower et al., 2014). Constructivist Learning uses AR in, 'a way that encourages students to engage on a deeper level with the tasks concepts and outcomes' (Bower et al., 2014). Osmo Monsters encourages students to engage with character 'Mo', as Mo asks children (learners) to draw what he (Mo) needs. Which leads to Mo transferring the child's drawings from whiteboard to screen, into 'life' (Osmo, 2016).​
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Zapworks Tutorial by Boser, (2023)
Zapworks - Work Sample 'Preview'
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How to use?
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Scan QR code with your own device (phone).
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Follow the prompts. Once in view of the AR features.
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Click on the 'MACQUARIE UNIVERSITY' title to hear sound.
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Click on the 'Youtube' tab to watch the 'MQ Uni Campus Tour'.
How does AR technology, Zapworks foster students' creativity?
The AR technology, Zapworks allows students to overlay media onto their real world (classroom). To then view through an apple iphone/ ipad, using the camera tool. Students' have the opportunity to view information at the coexisting time and place of exploration (Bower et al., 2014). This opportunity fosters students' creativity through, 'reducing cognitive overload as students' are provided with "perfectly situated scaffolding", as well as enabling learning in a range of other ways' (Bower et al., 2014).
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Pedagogical Issue of AR (Zapworks):
Bower et al., (2014) suggests that with AR becoming more intelligent and therefore more widespread in its use. Teachers will need to be alert for students' 'expecting' the use of technology being implemented in their own learning. Bower et al., (2014) suggests that students will start to 'run 3D interactive historical events, virtual field trips to the zoo, or any time and place that can be imagined'. As students take the opportunity to use AR technologies (Zapworks) in their own time, they go on to become designers, and therefore it's important that creative, analytic and integrative thinking features are programmed to continuously engage creativity in students' learning/ curriculum' (Bower et al.,2014).