Monday, June 20, 2016

Exploring Augmented Realities in the Classroom

I found the article on “Augmented Reality in the Classroom” to be great support for the discussion we had on augmented reality in our last class. The article gives several tips on how to effectively use augmented reality, find the apps, recommends certain apps, and how to bring it into our future classroom through lesson planning and student involvement. The article recommends spending time choosing the best apps for each class, and then familiarizing with the app before class. The teacher then approaches the apps with the mindset of the content, not the app, must be the focus. I really like how the article points out the need to decide whether augmented reality will help with learning or is just a gimmick. I found the ability to make student’s work into augmented realities to be a really interesting idea. The key through all of the article was finding ways that augmented reality will enhance learning, so that students are both educated and entertained.
I tried Dinosaurs and Bunnies! App from group 1. I found these apps to be intriguing, but not very interactive. The Bunnies! app used the camera on the IPad to place bunnies around the room. The only educational function I could find was using it to look at bunnies on a lesson on bunnies. The Dinosaurs app also used the camera to place dinosaurs around the room, but also allowed for clicking on the dinosaurs. Once clicked, the app described the name and facts about the dinosaur. These facts could be used in a lesson, or once again to provide a up close look at dinosaurs. I think the Dinosaur app could provide an interesting hook on a lesson on dinosaurs. Both of these apps did not give the user many options to control the app. I would most likely only use these apps to take up time at the end of class or make available in free time.
I tried the Anatomy 4D and Quiver apps from group 2. The Anatomy 4D apps seemed to be a great tool to teach about the human body. The app allows for someone to take off layers of the human body to look at parts of the body like the circulatory system or bones, or look how the body works as a whole. This app provided lots of information on each part of the body and its function. My only complaint for my future classroom was that if the skin is applied, then the body is shown naked which may be a distraction. Maybe there is a way to prevent this or make a classroom rule. Overall, Anatomy 4D seemed to be great tool to use on teaching about anatomy or a positive way for students to spend free time. The Quiver app allows users to color “target pictures” that then come to life using the app. The app allows for the picture to do multiple functions, like kick the ball or ice skate. The app seemed to mainly be a way to have fun in free time, but perhaps could be used to make art fun or a lesson on colors. Both of these apps were much more student involved then the apps from group 1.

I think all of these apps could be used in some way in my future classroom. I would use the Bunnies! app only with children for fun. I would use the Dinosaur app with elementary students as hook for a lesson on dinosaurs, to learn a few facts on dinosaurs, or just for fun. I would use the Quiver app with any grade (I think even high-school students would secretly find it fun), but mainly for fun or perhaps as a reward for good work at the end of the day. I would use the Anatomy 4D app to teach about any of the specific parts of the body given in the app or anatomy in general. The app might also be good for a health class or just for fun. I like Anatomy 4D especially, because I think many different types of kids would find it interesting and learn fun facts while exploring it. I think overall that using augmented reality apps provides students a break from the typical learning lessons they receive, and puts them in situation to interact with technology, not just watch it.

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