Sunday, July 26, 2015

Augmented Reality






Augmented Reality

Description of the tool:

Augmented reality tools help users create images using a code. You can see a 3D image that you can't see without the Ipad or computer. If you put the image in front of the camera, you will see an image. Sometimes the image has motion, sometimes you just see a three-dimensional image. Students can use the augmented reality to see images in action that they would not normally see without the augmented reality. Plus, augmented reality is super cool. I showed this to my mom and she was amazed. 

Pedagogical uses:

The uses for augmented reality apps are endless. Students can create any image and make it come to life using an augmented reality app. Students can use augmented reality for any subject. In one of the stories my students read in their reading textbook, they talk about Mount Everest. The Guinness Book of World Records 2014 has an augmented reality that you can see Mount Everest from the top of the summit. Students have the chance to look around the mountain; something they probably won't do in real life. The app Anatomy 4D is able to show students the heart and the human body using augmented reality. Guinness Books of World Records also has apps for 2013, 2014, and 2015. You just need to have the book physically in front of you. Spacecraft 3D gives you the capability to go to Mars, Earth, Planetary, or other. You chose the marker from http://www.jpl.nasa.gov/apps/images/3dtarget.pdf and it is completely free to use.

Using the Spacecraft 3D meak

Using the Spacecraft 3D marker and app


Heart using the Anatomy 4D app and marker

Human body using Anatomy 4D app and marker 

Penguin sliding on iceberg




Example of augmented reality using Aurasma 


Example of augmented reality using Aurasma




Location of the tool:

All the tools I used except ZooBurst are found on the Apple app store. I used Aurasma to do the augmented reality of the man in the picture. ZooBurst can be found at http://www.zooburst.com/index.php. The augmented reality apps I have currently in my augmented reality toolbox are Augment, Layar, SnapShop, Aurasma, Blippar,Anatomy 4D, GWR (Guinness World Records) 2013, GWR 2014, GWR 2015, Spacecraft 3D, and ARBasketball. 
SnapShop lets you see what different furniture looks like in different rooms of your home. You take a picture with the furniture and it saves in your camera roll. ARBasketball is a game you can play using a AR marker. You put your camera or Ipad over the maker and try to make as many baskets as you can. Spacecraft 3D requires markers you can get from www.jpl.nasa.gov. Anatomy 4D also requires markers you can download to your email or photos and print them off. 

Cost of the tool:

The apps I used have no cost. However, there are apps that cost money to use. For example, there is a human body app that costs about five dollars to download. If you look on the app store for Apple, there are a lot of free augmented reality to use. 

Why you want to learn this tool:

Augmented reality is really cool. You can use this for your personal use or for fun in your classroom. Augmented reality allows you and your students to see things you might not see in real life. Plus, augmented reality apps bring normal pictures to life. When students can see everyday objects in a different way, it will expand their learning and make learning more fun.

Sources:

R Target for Spacecraft 3D. (n.d.). Retrieved July 27, 2015, from http://www.jpl.nasa.gov/apps/images/3dtarget.pdf
Auras - Aurasma. (n.d.). Retrieved July 26, 2015, from http://www.aurasma.com/aura/# 
Okland, S. (2014, July 7). Augmented Reality. Retrieved July 26, 2015, from file:///C:/Users/sfox/Downloads/Augmentedreality (1)/index.html
Iceberg. (n.d.). Retrieved July 26, 2015, from https://www.flickr.com/photos/usoceangov/8290528771
ISTE Standards. (2015). Retrieved July 22, 2015, from http://www.iste.org/standards
ZooBurst. (n.d.). Retrieved July 26, 2015, from http://www.zooburst.com/index.php
A

Iste Standards

Teacher:


  1. Facilitate and inspire student learning and creativity
    1. promote, support, and model creative and innovative thinking and inventiveness
    2. engage students in exploring real-world issues and solving authentic problems using digital tools and resources
    3. Promote student reflection using collaborative tools to reveal and clarify students’ conceptual understanding and thinking, planning, and creative processes
    4. Model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environment
  2. Design and develop digital age learning experiences and assessments
    1. Design or adapt learning experiences that incorporate digital tools and resources to promote student learning and creativity
    2. Develop technology-enriched learning environments that enable all students to pursue their individual curiosities and become active participants in setting their own educational goals, managing their own learning, and assessing their own progress
    3. Customize and personalize learning activities to address students’ diverse learning styles, working strategies, and abilities using digital tools and resources
    4. N/A
  3. Model digital age work and learning
    1. Demonstrate fluency in technology systems and the transfer of current knowledge to new technologies and situations
    2. Collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation
    3. Communicate relevant information and ideas effectively to students, parents, and peers using a variety of digital age media and formats
    4. Model and facilitate effective use of emerging digital tools to locate, analyze, evaluate, and use information resources to support research and learning
  4. Promote and model digital citizenship and responsibility
    1. Advocate, model, and teach safe, legal, and ethical use of digital information and technology, including respect for copyright, intellectual property, and the appropriate documentation of sources
    2. Address the diverse needs of all learners by using learner-centered strategies providing equitable access to appropriate digital tools and resources
    3. Promote and model digital etiquette and responsible social interaction related to the use of technology and information
    4. Develop and model cultural understanding and global awareness by engaging with colleagues and students of other cultures using digital age communication and collaboration tools
  5. Engage in professional growth and leadership
    1. Participate in local and global learning communities to explore creative applications of technology to improve student learning
    2. Exhibit leadership by demonstrating a vision of technology infusion, participating in shared decision making and community building, and developing the leadership and technology skills of others
    3. Evaluate and reflect on current research and professional practice on a regular basis to make effective use of existing and emerging digital tools and resources in support of student learning
    4. Contribute to the effectiveness, vitality, and self-renewal of the teaching profession and of their school and community

Students:


  1. Creativity and innovation
    1. Apply existing knowledge to generate new ideas, products, or processes
    2. Create original works as a means of personal or group expression
    3. Use models and simulations to explore complex systems and issues
    4. Identify trends and forecast possibilities
  2. Communication and collaboration
    1. Interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media
    2. Communicate information and ideas effectively to multiple audiences using a variety of media and formats
    3. N/A
    4. Contribute to project teams to produce original works or solve problems
  3. Research and information fluency
    1. Plan strategies to guide inquiry
    2. Locate, organize, analyze, evaluate, synthesize, and ethically use information from a variety of sources and media
    3. Evaluate and select information sources and digital tools based on the appropriateness to specific tasks
    4. Process data and report results
  4. Critical thinking, problem solving, and decision making
    1. Identify and define authentic problems and significant questions for investigation
    2. Plan and manage activities to develop a solution or complete a project
    3. Collect and analyze data to identify solutions and/or make informed decisions
    4. Use multiple processes and diverse perspectives to explore alternative solutions
  5. Digital citizenship
    1. Advocate and practice safe, legal, and responsible use of information and technology
    2. Exhibit a positive attitude toward using technology that supports collaboration, learning, and productivity
    3. Demonstrate personal responsibility for lifelong learning
    4. Exhibit leadership for digital citizenship
  6. Technology operations and concepts
    1. Understand and use technology systems
    2. Select and use applications effectively and productively
    3. Troubleshoot systems and applications
    4. Transfer current knowledge to learning of new technologies

No comments:

Post a Comment