AR is defined as being any digital enhancement that works simultaneously within any real world environment. An example would be the 'Yellow Line' found on the field while watching American Football that signifies the first down line. The line enhances the viewers experience of watching football in real time.
AR can create opportunities for Place Based Learning (PBL) due to mobile portability and ease of internet connectivity due to vast wireless networks.
Has the possibility to enhance intrinsic motivation, providing deeper learning and interest in the subject.
Can generate deep peer-to-peer collaborative discussions and generate greater understanding on a subject.
AR has the possibility to generate creative and imaginative learning experiences.
Augmented Reality allows for the ability to manipulate and experiment with 3D models, creating a better understanding of spatial awareness.
AR can enhance learning beyond base knowledge while strengthening cognitive and research abilities.
At AR Education we have created detailed lesson plans along with supplemental resources to allow teachers to embed augmented reality as a tool to enhance student learning. Using Adobe Photoshop and Blender programs, alongside Adobe's AR software, Aero, teachers will have the knowledge and confidence to implement augmented reality within their classrooms, and begin offering students the benefits of AR within their learning journey.
We have also provided additional resources for teachers to read and explore how augmented reality can be a benefit within other educational environments such as English, Math, and Physical Education.
We highly encourage you to take your time to read, understand and use the lessons plans, altering them to fit the needs of your classroom and students when needed.
These lessons introduce Photoshop to students while scaffolding learning toward more advanced techniques and the incorporation of AR as a tool to enhance learning in the classroom.
Beginning with the basics, these lesson plans scaffold tools, techniques and learning alongside the incorporation of AR using smaller assignments that culminate in a final project.
Kiryakova, G., Angelova, N., & Yordanova, L. (2018) The Potential of Augmented Reality to Transform Education into Smart Education. TEM Journal, 7(3), 556-565. https://dx.doi.org/10.18421/TEM73-11
Klopfer, E., & Yoon, S. (2004). Developing games and simulations for today and tomorrow’s tech savvy youth. TechTrends, 49(3), 41-49.
Yuen, S., Yaoyuneyong, G., & Johnson, E. (2011). Augmented Reality: An Overview and Five Directions for AR in Education. Journal of Educational Technology Development and Exchange, 4, 119-140.
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