Educators are always seeking new resources and tools to keep students interested and enthused about the material they’re teaching and augmented reality (AR) apps are an intriguing choice these days.
Students’ engagement rises, in my experience, when they construct AR experiences to demonstrate their knowledge of a subject or norm. When students utilize augmented reality in the classroom, they want to immerse themselves in the material and not stop studying or exploring. They’re more eager to investigate the lesson or activity using critical thinking, problem-solving, and communication abilities. Students can also develop projects that link with curricular objectives and topics using several applications to demonstrate what they know.
Virtual reality may be used in the teaching across all levels and throughout the syllabus for a variety of purposes, including space exploration, studying on sies and countries, writing book reviews, and constructing historical settings. While some students may not have the opportunity to visit historical sites in person, they can do so electronically. AR also allows students to observe and interact with plants, animals, and marine critters that reside on the ocean floor, which they wouldn’t be able to see without a microscope. As educators, we can give our kids opportunities and experiences that they would not otherwise have, which will be critical to their future success.
The antiparticles to explain and expound on the most talked-about augmented reality tools for use in education.
- Merge Cube: Learners may use the cube in conjunction with the Merge Explorer, Object Viewer, or Museum Viewer applications to learn about the water cycle, study fossils, analyze rocks and gemstones, and play with basic motors, among other things. Students may hold artifacts and things in their hands virtually using the cube. (An annual licensing cost of $995 for a single class and $2,495 for a school is required.)
- CoSpaces Edu: With this technology, learners will not only learn about augmented reality but also design their own experiences in any academic area. The Merge Cube, as well as a phone or tablet, may be used to create these encounters. Learners may use their projects to add music, code characters and objects, and submit their 360-degree pictures or images. (The basic plan is free; the premium version starts at $75 for five users.)
- Assemblr: This app allows learners to both be content makers and explorers. Learners may explore pre-made topics such as ocean animals, planets, symmetry, fractions, and even how to correctly complete activities. (A basic plan is free; premium plans for schools start at $1 per user per month.)
- Quiver Masks: A fascinating application that enables learners to create characters masks to put themselves in the shoes of a character in a narrative. 3- and 4-year-olds, for example, can repeat and film the Three Little Pigs narrative while wearing masks they’ve manufactured. (Pricing varies depending on the product.)
- Narrator AR is a virtual reality software that allows kids to practice their handwriting by launching letters off the virtual paper. This is a fun and engaging technique for our youngest kids to practice proper letter and number production. (Pricing varies depending on the product.)
- Wonderscope: This iOS-only software lets children interact with stories like “Little Red the Inventor.” (Each tale will set you back $5.)
- CleverBooks’ Augmented Classroom is a browser-based solution that allows children to learn about plants and animals while also exploring the globe. Students may engage in a range of activities, learn about the curriculum, and test their understanding of topics such as geography, meteorology, geometry, and space. Students may also interact and create with students from all around the world using Augmented Classroom. (Pricing “begins at less than 1 euro per month per user.”)