Augmented Reality in the field of Education
Decades ago, you could only learn about the human skeleton in images, videos or real-life anatomical models. Nowadays, you can show a hyper-realistic 3D viewing of a human's skeleton within your class. It is among the numerous ways that augmented reality has transformed the way we teach and learn.
We'll take a deeper dive into augmented reality and education as well as the many examples of practical applications. We'll cover:
- What are the implications of augmented reality for education?
- What are the advantages of augmented reality in education?
- applications of Augmented Reality in Education
- Augmented Reality vs. virtual reality
- Practical guidelines on how to incorporate augmented reality in your classroom
- Augmented reality can't take away the basic learning experience
- FAQs
What are the implications of augmented reality for education?
Augmented Reality in Education (AR) means adding digital technology into a physical class to aid students understand real-life concepts better. AR doesn't substitute for reality, rather, it helps learners and teachers comprehend otherwise elusive and obscure concepts.
Let's say you're teaching about our solar system. Instead of speaking about it, you get the holographic projector. This projector can display the sun and all the planets orbiting around it in 3D within your class. You can make the planets bigger or smaller, spin the planets around and Zoom in for more details.
This allows learners to see the scale and arrangement of the solar system in a way which is much more exciting and immersive than traditional drawings or diagrams. Instead of just reading from the pages of a book, scanning images or videos, students can interact through the solar system in real time and observe how everything fits together.
What are the advantages of Augmented Reality in the classroom?
Let's take a look at the benefits of incorporating AR into your education environment.
It increases accessibility in classrooms
Check out our Solar System course, for instance. This is how you can utilize AR to help students learn in different ways:
- Visual learners: Make use of an AR application that displays a scaled-down model of the solar system into the classroom. Visual learners are able to see all the planets that orbit the sun, study their sizes relative to each the other, and witness things like eclipses or planet rotations.
- Auditory learners: Talk about the most important information about each planet -including its distinct characteristics and its composition during the time that the AR model is active.
- Reading students provide additional texts or reading overlays that are part of the app such as planet facts as well as trivial discovery.
- Students who use kinesthetics: Allow kinesthetic learners engage with the virtual solar system using touch gestures or motion controls. As an example, they can "grab" the planets and move around and alter their orbits.
It creates an inclusive learning environment that allows students to learn at their own pace and in a manner which best fits their particular needs. No student is left out regardless of what they study.
Helps students understand complex concepts
If you've never looked at an onion before and you've seen someone spend long hours describing what it looks like, you might not fully know what that means. The visual representation, however, makes it much more comprehensible.
Augmented reality is even better. Not only can learners visualize difficult-to-understand concepts, but they can also actively interact with them. For example, they can zoom into the virtual onion and observe the texture of the onion. And they can also "peel off" each layer to see the onion's inner structure.
By the end of the class, students will understand what an onion actually is, and be able to describe the concept as clearly as someone who's seen a real one.
Application of augmented reality in education
Now that you have an in-depth understanding of the concept of AR and its advantages, let's take a look at some examples of incorporating AR into the classroom.
AR is a part of STEM
Two major AR use cases for STEM education: inquiry-based simulation as well as problem-based
Simulation based on inquiry
It is done by making use of AR software to help create abstract scenarios and concepts in a way that makes them more accessible to study and discover. This provides students with practical experience in difficult subjects.
The GeoGebra Mathematics simulator AR app is an excellent example. It lets students create interactive 3D models of geometric shapes when they work on questions. They can zoom into different aspects of the shape and change its design according to the equation.
It allows students to learn mathematical concepts in a hands-on way.
Problem-based simulation
Utilize AR to design real-world scenarios that require problem-solving -in a group or within a self-directed setting.
An excellent example can be found in AR Circuit. AR Circuit is an interactive simulation that allows students to connect circuit boards virtually. They can experiment with different configurations, conductors, and settings to discover how changes in these settings affect the functioning of the electricity circuit.
Speaking on what inspired the application, Harry Banda said AR Circuit was born out of the desire to fill the equipment gap in Zambian schools, especially for Physics and Chemistry classes.
AR within History and Art
The biggest application of augmented reality in history is the immersive learning. Augmented reality can assist in reliving historical events to make interactive learning more enjoyable.
One app that does very well at this is Living History, which is typically used in museums for self-guided tours. It evokes the ghosts of historic characters who reenact exactly the same events that occurred in the past.
Say you're walking through the World War 1 section of the museum. Instead of looking only at the pictures and notes the museum is a walkthrough of ghostly silhouettes of soldiers fighting along with the terrain and trenches that were the battlefield.
Other uses of AR in history and art include:
- Digital graffiti which allows learners to design beautiful graffiti while not damaging walls. There are numerous mobile apps that can be used for this, like Vandaleak and Graffiti Go.
- Virtual 3D art production that permits students to transform paintings and sketches to 3D works that they can play with. Imagine a sketch of the outline of a house. They can convert it into a life-like housing structure and place it wherever they want using FeelTheArt.
- Host AR art exhibitions in the classroom. Students can utilize Artivive to design stunning AR art for no cost.
AR in the field of medicine
Augmented reality is used for scenarios in medical education. Case-based simulations involve presenting learners with a complex situation that resembles a realistic scenario they could encounter during their careers. This helps them to use their skills practically and develop essential competencies that they can use in life in the real-world.
An excellent illustration is AccuVein an image-based vein visualization technology. It makes use of Augmented Reality to project an image of the veins on their skin, which helps medical professionals locate veins more easily and accurately.
Students in medical school can utilize the AccuVein device to learn how to identify veins in a live patient. AccuVein gives real-time feedback, helping students improve their accuracy and technique.
Augmented reality and. virtual reality
Augmented reality and virtual reality can be used interchangeably however, they refer to different things. This table is a brief comparison which demonstrates how these techs compete against each other.
Augmented Reality | Virtual Reality | |
Definition | Integrates digital information with actual world events | Injects users into an entirely virtual world |
Interaction with the real world | Overlays digital content onto the real world | Replacing the real world with a digital one |
Immersion level | Partial immersion | Full Immersion |
Cost | Affordable | Costly |
Devices | Smartphones, tablets, smart glasses | Displays with head-mounted sensors (HMDs), VR headsets |
Examples | Virtual 3D models | VR simulators |
Let's explore some of these differences further.
Definition
Augmented reality overlays digital information onto the actual world so that people can get a better understanding of it. Virtual reality, however isn't able to connect to the actual world. It instead lets the student be a part of an entirely different digital world.
Examples
Let's say you're teaching about our body. By using VR, you'll create an immersive experience where the students are virtually transported into the body, allowing them to see its internal functioning. Students can engage with various organs, zoom in for more details as well as observe how each system works in real time. This makes for a highly engaging and immersive environment for the students to learn in.
In contrast, with AR, you can browse through a book about the human heart, and view a 3D model of the human heart that is displayed on top of the page. The students can engage with the model and observe its different parts, and learn about how the heart functions in relation to the various organs. Students can also be able to see the textbook beneath, which creates a more mixed learning environment.
Cost
Augmented reality is generally cheaper than virtual reality because it needs smaller equipment.
When using AR it is common to need a tablet or phone along with an AR app to start. A majority of AR applications for schools have an initial free trial that include the paid plans starting at 100 or less.
However, virtual reality requires the use of a headset, which can run hundreds or thousands of dollars. In the case of Meta, for instance, their Quest 3 VR headset costs around $500. Apple's Vision Pro headset costs $3,499. You might also need to invest in a powerful PC to use your VR software.
Practical suggestions for using Augmented Reality in the classroom
Remember these points as you use AR to help improve the teaching and learning.
Match the technology to educational goals
It doesn't matter how well-developed the AR tool or software is. If it's not assisting you to accomplish your learning objectives It's probably not the best tool for you.
Write down three to five items that you want students to be able do by the conclusion of your class. Imagine you're in charge of a class on the solar system. your objectives for learning could be like this:
- Students must be aware of how the solar system.
- Students must be able to distinguish the orbits and the rotation
- Students must be able to recognize the planets of our galaxy
When you've identified these objectives questions, the next step is, "What AR tools can aid me in accomplishing these goals?" For example, you might utilize a virtual projection device to display realistic pictures of the solar system.
Consider your budget
Explore inexpensive AR tools that are easy to maintain and use. One of the worst things you can do is to teach students about Augmented Reality only to have them stop in the future because you can't maintain or replace the tools.
There are numerous free and affordable AR tools for different educational use cases -- and we have previously mentioned a few of them in this piece. Geogebra is one of them here. It is possible to find other examples with a simple Google search for the free AR apps.
Carry the learners along
Also, you should consider the knowledge level of your learners. If they don't know what AR devices work, it's best to start by using basic AR apps including 3D mobile apps. Then, you can introduce more sophisticated devices as they gain more knowledge about the AR technology.
Augmented reality can't substitute the fundamental experiences of learning
Think of augmented reality as the frosting on top of the cake. It can enhance the learning experience but can't fix the broken systems for example, a lack clear learning objectives, insufficient planning, and insufficient feedback.
Make sure you are aware of these essential education requirements first. When you've fulfilled these requirements, then you are able to use augmented reality in order to create more engaging experiences to students.
Augmented reality FAQs
Find answers to frequently requested questions on augmented reality in education.
How can I get started with AR in my class?
To begin, determine how the augmented reality technology fits in the current teaching setup. Next, research budget-friendly AR software and tools. Start with inexpensive AR software for smartphones before you invest into more expensive equipment.
Then, gradually introduce your students to the latest AR system for teaching. Define why AR means and the ways it can be applied in the classroom. Provide them with examples of AR experience, then allow them to explore AR apps and software independently.
Are there any affordable AR devices to use in schools?
Yes, there are budget-friendly AR tools and applications for educational institutions. An excellent example of this would be Co Spaces Edu, a 3D animation software. The free version is available while the paid plans begin with $74.99.
Which subjects can benefit best of AR integration?
AR integration is mostly beneficial for courses that have spatial or visual elements like History, Science, and Art. For example, in science, learners can use AR to engage through digital simulations of chemical substances or explore virtual animals.
In the realm of history, they are able to explore ancient civilizations by overlaying virtual ruin sites onto actual locations. In Geography, they can explore diverse cultures and nations through overlaying virtual maps and landmarks onto real-world locations. Art students can make use of AR to bring their creations into 3D.
What are the most common uses of augmented reality for education?
There are a variety of ways to use augmented reality to improve teaching and learning within the school. As an example, you could incorporate 3D animations and models to your textbooks to make them more interactive. Additionally, you can visualize actual situations, like a plant germinating in the soil, or abstract concepts from science.