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Blog 4- Augmentative Reality in Education

sarahbensaidi

What is Augmentative Reality?

The use of computer-generated material, such as photos, videos, or text, to enhance the physical world is known as augmented reality (AR) (Kipper & Rampolla, 2012). Smartphones, tablets, and wearable technology like smart glasses are just a few of the devices that can be utilized to experience augmented reality (Milgram & Kishino, 1994). In the classroom, augmented reality (AR) can be utilised to design interactive lessons that let students explore and interact with digital content in a real-world setting (Dunleavy et al., 2009).



(Ikea Place App, Medium, 2021)


How does Implicating Augmentative Reality foster creativity the Classroom?

There are a number of ways that AR can be used in classrooms to enhance the learning experience of the students. The use of applications such as Osmo pizza co and Octagons space cards can be used with simple and affordable resources that are suitable for a range of age groups in the classroom.


Osmo pizza co- the educational game Osmo Pizza Co. encourages creativity and problem-solving abilities while teaching children about business and entrepreneurship. In order to complete orders and earn virtual currency, students assume a variety of positions in the game, including chef, waitress, and cashier (Parker, 2016). By letting children add different toppings and ingredients to their pizzas, Osmo Pizza Co. encourages creativity in the classroom. The game is most suitable for younger children as it teaches basic maths and money handling skills, option to change the difficulty levels.
















Osmo Pizza co, CC by Sarah Bensaidi


Octagons Space Cards- is an augmented reality game where players can use their smart devices to explore the different planets in the solar system, milky ways and spacecrafts in our universe. By downloading the app and holding the cards at the camera on the smart device students are able to see a 3D image of moving items creating a virtual exploration of space. Octagons space card have limited creativity potential as you are only able to see what is provided for you, nonetheless that should not take away from its core usefulness of is ability in teaching students about space.
















Octagon Space cards, CC by Sarah Bensaidi


Pedagogical Issues

When utilising augmented reality (AR) in the classroom, there are some pedagogical concerns to take into account. One concern is the possibility for augmented reality to detract from the lesson's learning goals (Chen et al., 2018). Due to how deep and absorbing AR experiences may be, students may start to pay more attention to the technology than the learning objectives.


References

Bernard Marr. (2021b, February 9). What is Augmented Reality (AR) In 60 Seconds [Video]. YouTube. https://www.youtube.com/watch?v=XPNUmcEOYW0


Chen, C. H., Lee, Y. H., & Chan, T. W. (2018). Augmented reality applications in education: A literature review. Educational Technology & Society, 21(4), 222-238.


Dunleavy, M., Dede, C., & Mitchell, R. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology, 18(1), 7-22.


Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, 77(12), 1321-1329.


Parker, K. R. (2016). Osmo Pizza Co.: Game-based learning for young entrepreneurs. Journal of Educational Technology Development and Exchange, 9(1), 1-14.






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Shekane Talens
Shekane Talens
Apr 11, 2023

Hi Sarah,


I've enjoyed reading and viewing your blog about Augmented Reality.


I would've like to see you extend on how AR can 'detract* (distract?) from the lesson's learning goals'. Good support with literature. Perhaps, include a visual example of where students may distract themselves from the actual lesson? However, I believe that this pedagogical issue is an all round problem that can be solved with clear instructions and guidance from us educators/ teachers. Hoping that students would stay on track and produce an end goal/ product. Would you agree?


Good to see you capture images from exploring AR technologies in the tutorial experience.


Overall, you've made an informative blog! I look forward to consider the use of, Osmo Pizza…


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