VR/AR Activities in the Classroom

What are VR/AR apps and websites?

During our ECI 201 class we were given a variety of apps and websites to try out that allowed for a virtual and/or augmented reality learning experience. For those who do not know what this means, I will explain. VR apps and websites are ones that submerge one into a completely digital environment. AR apps and websites are ones that merge real world experiences with an overlay of digital information.

Apps I chose

In class, we received the opportunity to try out a few, so here are the ones I chose:

Quiver: Quiver is an innovative app that makes learning fun and interesting for students. Users of the app have the option to print out coloring pictures mainly for educational purposes, color them how they would like, and scanning the picture within their app to see the image turn 3D. When users turn their device different ways they are able to see different angles of their image.

Merge Cube: After purchasing a Merge Cube you then download the app and scan the cube. The cube has many holographic pictures on it and from there you can scan one to play, learn, and explore in many unique ways.

For more about these apps, I will link them below.

Quiver: https://thelearningcounsel.com/article/enhance-student-engagement-and-learning-using-augmented-reality

Merge Cube: https://mergeedu.com/cube

 

What I Learned

After trying these apps I found that some were easier to use than others. I personally liked Quiver the best because it was easier to manage with one person, where as the Merge Cube is more difficult to use on your own.

The Merge Cube was difficult to use because you had to scan and click on the screen with one hand, while holding the cube steady in the other hand. Quiver was much easier because after your image had been colored you can place it on the table and use both hands to scan the image then turn your device different angles to get the full effect.

All VR/AR apps and websites can be beneficial in enhancing the learning experiences of students. These apps can provide learning opportunities that allow for an “out of classroom” experience. These apps and websites can also make it easier for students to place new information nd knowledge gained into context.

However, as beneficial as these sites can be, there are also a few negative aspects to them as well. In some cases virtual and augmented reality can be expensive. Another negative side to virtual and augmented reality is that it cuts out the need for field trips and real hands on experiences.

In an article by Forbes called “The Important Risks And Dngers Of Virtual And Augmented Reality”, it states that “When using AR applications in the real world, we can expose vast amounts of data about ourselves… Other AR apps have the potential to capture everything we are seeing and hearing, such as those that involve headsets like Google Glass or Microsoft’s Hololens… There’s no way of knowing for sure who is accessing this information and what they are doing with it.” (Marr).

VR/AR in the Future

In the future, I believe that I would most definitely use virtual reality or augmented reality in my classroom. Although, there are times where real hands on experiences and field trips are necessary to gain the most in depth learning experience, there are also times where students can still gain a great deal of knowledge by participating in these stimulating activities.

Augmented and Virtual Reality in the Classroom Video

 

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