Reflection #1
CHOICE ACTIVITY
CHOICE ACTIVITY
As an international student on
campus, I was really interested in learning more about AR/VR in the classroom
as my developing the country is still far away from using this new technology
in classrooms and my goal is to figure out how we could import it at a
cost-effective for school.
Technology has become a key
component of today’s classroom and is here to stay. A recent study highlighted
the prevalence of tech in the classroom, as 71% of primary schools and 76% of
secondary schools have tablets in the classroom, according to BESA.
Tablets and laptops have unlocked
opportunities for students to explore and continue learning in exciting new
ways. Implementing tech in the classroom is not only having a profound impact
on learning, but it’s also equipping students with much-needed digital skills
to succeed and thrive beyond the classroom. (Mather, 2018).
I have put together a list of useful
VR Apps that I have shared on my wakelet and that that can be used in schools
and that can be used by just using a phone and making a google VR bundle.
According to tech tools, these are the best AR/VR apps to be used in classrooms
Crews (2018) argues that educators
are constantly challenged to find ways to keep kids’ attention in class when,
outside of school, their world is full of all kinds of highly compelling and
visually stimulating media. Many educators find that gamifying learning keeps
students engaged. Also, there are many resources on teachthaught.com, virtual
reality in classrooms is a growing field of technology where real life is
modified and enhanced by computer-generated sights and sounds. The most common
use of AR can be seen through mobile apps. Teachers and students can simply point
their device’s camera at something that the app recognizes, and it will
generated a 3D animation or video superimposed over whatever is on your
camera’s screen. The effect makes the computer-generated item appear like it’s
really there.
AR/VR has been used in
different classrooms across the United States. Yvonne Rodriguez, an elementary
teacher in Texas, argues that augmented reality tools reduce the time and
effort required to set up gaming activities while allowing teachers to break
through the noise and engage students with the type of immersive content they
find in their daily lives.
What I also liked about ARVR is that
when creating virtual experiences, teachers can easily add multiple choice and
open-ended questions, characters and speech bubbles, web pages and
Snapchat-like filters and also embed YouTube videos. They can require students
to take photos of objects to demonstrate their understanding of the material or
allow them to access content with an inexpensive VR viewer like Google
Cardboard. Platforms like Metaverse also have hundreds of ready-to-use, free
learning experiences, with thousands of teachers collaborating on creating
additional content. (Crews,2018).
References:
Beyerle, C. (n.d.). Augmented
Reality for Education (42 tools). Retrieved from
https://edshelf.com/shelf/cbeyerle-augmented-reality-for-education/
Crews, J. (2018, December 27). Five
Ways Teachers Can Use-and Create-Augmented Reality Experiences - EdSurge News.
Retrieved from
https://www.edsurge.com/news/2018-01-22-five-ways-teachers-can-use-and-create-augmented-reality-experiences
Why does AR belong in the classroom?
(n.d.). Retrieved from
https://edtechnology.co.uk/Blog/why-does-ar-belong-in-the-classroom/
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