'Burns provides practical ideas for integrating QR and AR in the classroom. As AR and QR continue to play a bigger role in education, this book is a great starting point for teachers to integrate engaging tools and strategies in their classrooms.' Zachary Walker, Professor and Educational Consultant National Institute of Education, Singapore. Visit the post for more. Augmented Reality in Education. 21st Century Learning Augmented Virtual Reality Apps For Teachers Educational Technology So Little Time Teaching Resources Qr. QR Codes are simple to create, easy to implement, and open a world of independence for your students. I've been using QR codes the past couple years in my classrooms in a variety of ways, but I know that I'm only scratching the surface on how to use them well. I generally use QR Codes as a replace for web addresses and text. Explore more than 7,216 'Ar Piggy Bank' resources for teachers, parents and pupils.
Teaching with QR, AR, and VR
Technology allows educators to transform teaching and learning by engaging and empowering students in ways previously inconceivable. In recent years, software has been advancing exponentially allowing educators to facilitate and inspire creativity, collaboration, communication, and creativity skills. I know whenever I see advancements in technology, the first thing that crosses my mind is how can this be used in the education space. And educators are notorious for hijacking new technologies to improve student outcomes.
Three of those technologies include QR, AR, and VR. Let me introduce you to each technology and five ways educators can use them to increase the rigor and relevance in the classroom.
Quick Response (QR) Codes are similar to barcodes. These unique square patterns can be read by the camera on a mobile device or tablet using a QR Code reading application to direct students to a website, video, multimedia presentation, and so much more.
Teachers can use QR Codes in station rotations. At each station, there is a QR Code that directs students to the activity and/or resources for that station. To create a CR Code, educators can find their favorite QR Code generator and print the codes out on cardstock.
Teachers can put QR Codes on homework, syllabi, and/or newsletters to direct students and parents to additional resources, a class website, or a video reteaching a skill.
Librarians can put QR Codes in books to direct students to videos of book talks created by other students so students can see if they want to check out certain books.
Teachers can use a QR Code to take attendance using a Google Form. The form requires students to be logged into their G Suite for Education account and timestamps the submission and creates a spreadsheet so teachers can quickly take attendance.
Plickers (paper clickers) www.plickers.com uses QR Codes as a response system for educators not in a one-to-one environment. Students are assigned a Plicker card, and when the teacher is formatively or summatively assessing the class, students use the paper clicker to answer the questions.
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Augmented Reality (AR)uses the camera on a mobile device or tablet to add an augmented layer on top of the real layer visible on the device's screen. Pokémon Go is a prime example of AR in action.
Aurasma (www.aurasma.com) is my favorite way of bringing AR into the classroom. As an English teacher, I made the cover of To Kill a Mockingbird a trigger image, and when students scanned the cover with the camera of their device using the Aurasma app, a video of Gregory Peck began talking about the novel.
I have seen yearbook students and teachers add trigger images in the yearbook to bring photos to life and add additional content for events that happened after the yearbook was published.
Another way I have seen teachers use AR is through biography walls for students and teachers. The wall contains the photos of every student in the class (or every teacher in the school) and when students and/or guest use their devices to scan the images it triggers a video of the subject introducing and telling more about themselves.
AR is great for blended learning combining the analog with the digital. Teachers can bring traditional flash cards to life by making each one a trigger image that comes to life by solving a problem or explaining a concept when scanned by a device.
And one of the coolest ways I’ve seen AR being used is at colleges and universities. Professors are using AR to bring skeletons to “life” showing the beating heart within or the raising and lowering of the lungs.
Virtual Reality (VR) immerses students into surroundings in which they may not otherwise be able to visit, and allows them to experience settings in new and different ways. This is often accomplished using a VR headset and the mobile device a student already owns, but can easily to accomplished with a similar effect using just the mobile device or a tablet.
My favorite, and one of the easiest ways, to introduce virtual reality is through Nearpod (www.nearpod.com) and its Nearpod VR Field Trips. Powered by 360° Cities, there are thousands of locations available from Los Angeles to New York, London to Shanghai, and beyond.
Discovery Education often offers virtual events connecting teachers and students with experts from around the world to extend learning beyond the four walls of the classroom. These events may not be as immersive; however, they are still very valuable experiences because students can be more globally connected without leaving the classroom.
Even YouTube, the world’s largest repository of videos, contains 360° videos. As an English teacher, I would immerse the students in the setting of our current reading selections. It is one thing to read about a place, and another thing completely to get a more accurate depiction of a locale through VR.
VR definitely makes sense for history and geography teachers as they discuss the significance of terrain and topography. Virtual reality truly allows them to bring their curriculum to life and make it even more relevant for students.
Often overlooked is Google Street View through Google Maps and they now even offer Museum Views so that students can see famous works of art in museums around the world through virtual tours.
These are just a few ways to use QR, AR, and VR in education to help transform teaching and learning to engage, enrich, and enhance students’ learning experiences. Give them a try and let me know some other ways you are enhancing pedagogy with these and other digital resources.
While AR is making its way into our lives and the possibilities to use it in education are boundless, it is still a new and somewhat scary technology. Personally, I am very excited about the possibilities of using AR and VR in innovative classrooms.
5 ways you can use AR and VR in your classroom today
1. MERGE Cube: The MERGE Cube is a wonderful way to easily bring AR into your classroom. Students can turn the foam cube into a variety of artifacts by simply viewing it through their favorite device. There are several apps already written for this cube and the company is working hard to obtain free teacher-designed lessons to coincide with the apps already created. For example, one app turns the MERGE cube into the solar system. You can literally hold the solar system in your hands! Another app turns the cube into a human skull from which students can identify and remove pieces.
2.ZapWorks: ZapWorks is an AR experience creator. At first, the program comes across as a next-generation QR code. You can do a lot of QR code lessons using ZapWorks … but with a whole new twist! Using a Zapper code, you can create augmented experiences such as having a video or image float within your reality. Try it for you next tech-enabled scavenger hunt.
3. Tour Builder: Tour Builder uses Google Earth and lets students plot destinations on the globe and then load them with videos, images, and text. Next, students can share their tours and experience the movements on the VR earth. Tour Builder is great for ELA and social studies classes. Consider using it to help students who may have never traveled to better understand geographical significance. How about if, when reading about the Revolutionary War, students use it to truly understand the distance between the countries?
4. Metaverse: Metaverse gives students complete control over creating an AR scene. Through the use of various buttons and transitions, a student can create a host of projects.
5. VR Quest: This is one company that really has the student experience in mind. It is a VR environment where students can create an entire world all their own. The company has also created curriculum to go along with already created virtual worlds. There are a lot of things that are great about VR Quest, including a host of items that can be dropped into the VR world. One of this system’s greatest selling points is its ease of use; it’s ideal for students as young as kindergarten.
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5 ways to use #AR and #VR in the classroom
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There are more AR and VR products coming out all of the time. Although it may take some time to learn how to use these products—not to mention having to teach your students how to use them—I believe the benefits outweigh the burden of teacher and student training.
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AR and VR are the expectations for creative and innovative learning in our classrooms. These technologies open the door to learning opportunities we are only beginning to imagine.