The use of augmented reality has increased significantly within primary classrooms (Kerawalla, Luckin, Seljeflot & Woolard, 2006). Augmented reality is the addition of virtual elements within our views of the world in real time (Mota, Ruiz-Rube, Dodero & Arnedillo-Sanchez, 2017). Alhumaidan, Ying Lo and Selby (2017) suggest that augmented reality engages students in meaningful ways and engages students effectively.
Augmented reality is suggested to be an effective tool for fostering students’ creativity as there are many uses of the technology that allow for problem solving and higher order thinking skills (Kerawalla et al., 2006). Moreover, Alhumaidan, Ying Lo and Selby (2017) suggest that augmented reality allows for multiple users at once which can engage students in collaborative learning, where students must communicate and problem solve to work effectively. Moreover, students’ creativity is developed by allowing students to experience learning from perspectives and places that would have not been possible otherwise. In this respect, students are able to develop empathy that can assist in students’ being creative and active global citizens (Kerawalla et al., 2006).
Moreover, augmented reality has meant that teacher’s can engage students in fostering a love of learning and understanding concepts that are traditionally abstract (Mota, et al., 2017).
This is an engaging TEDtalk that discusses how Augmented reality is changing education.
An effective use of augmented reality within the primary classroom could be the use of the application PaintSpace AR.
This app allows students to create 3D artworks within their own environment. While this app could be used in art to create real life artworks, such as in an exploration of line within the Art syllabus, it could also be effective in teaching 3D shapes in Mathematics. The app could allow students to create the shapes in real life and explore them through the iPad display, giving students the ability to count faces, edges and vertices.
Augmented reality has great potential for engaging and motivating students across a range of learning areas.
Here are some other AR experiences I was fortunate enough to explore:
Alhumaidan, H., Ying Lo, K., & Selby, A. (2017). Co-designing with children a collaborative augmented reality book based on a primary school textbook. International Journal of Child- Computer Interaction, 15, 24-36. https://dx.doi.org/10.1016/j.ijcci.2017.11.005
Kerawalla, L., Luckin, R., Seljeflot, S., & Woolard, A. (2006). “Making it real”: Exploring the potential of augmented reality for teaching primary school science. Virtual Reality, 10(3), 163-174. https://dx.doi.org/10.1007/s10055-006-0036-4
Mota, J., Ruiz-Rube, I., Dodero, J., & Arnedillo-Sanchez, I. (2017). Augmented Reality Mobile App Development for all. Computers and Electrical Engineering, 65, 250-260. https://dx.doi.org/10.1016/j.compeleceng.2017.08.025
TEDx Talks (2017). How Augmented Reality Will Change Education Completely I Florian Radke T TEDxGateway. Retrieved fromSean VanGernderen (2014). What is Design Thinking? Retrieved from https://www.youtube.com/watch?v=a7sEoEvT8l8