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Augmented Reality and Parabola Challenge
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This is a challenge based activity in which students use augmented reality and trial and error in order to determine how changes to a quadratic equation affect the shape of a parabola. Students use the Geogebra AR app to manipulate equations and change the parabola to fit around a physical object.

Subject:
Computer Science
Algebra
Material Type:
Activity/Lab
Lesson Plan
Author:
STEMToolkit Administrator
Date Added:
06/16/2021
Augmented Reality and Parabola Challenge
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CC BY-NC
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This is a challenge based activity in which students use augmented reality and trial and error in order to determine how changes to a quadratic equation affect the shape of a parabola. Students use the Geogebra AR app to manipulate equations and change the parabola to fit around a physical object.

Subject:
Computer Science
Algebra
Material Type:
Activity/Lab
Lesson Plan
Author:
Chris Barnabei
Date Added:
12/06/2018
Body Motion Vector Visualization
Read the Fine Print
Educational Use
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Students learn how engineers gather data and model motion using vectors. They learn about using motion-tracking tools to observe, record, and analyze vectors associated with the motion of their own bodies. They do this qualitatively and quantitatively by analyzing several examples of their own body motion. As a final presentation, student teams act as engineering consultants and propose the use of (free) ARK Mirror technology to help sports teams evaluate body mechanics. A pre/post quiz is provided.

Subject:
Computer Science
Engineering
Measurement and Data
Physics
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
Activities
Author:
Jackson Reimers
Date Added:
08/30/2018
CleverBooks Space
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CC BY-NC-ND
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The app is currently used in a research study which aims to investigate how Augmented Reality can influence STEM (Science, technology, Engineering, and Mathematics) education and if it can improve pupils interest towards STEM.
Its main purpose is to enhance interest and curiosity levels in STEM, particularly focused on topics like astronomy, space exploration, and space technology.

Subject:
Engineering
Astronomy
Material Type:
Game
Interactive
Simulation
Author:
George Quentin
Date Added:
12/04/2018
GVScapes
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CC BY-NC-ND
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When the world is at our fingertips, the new generation of students appear to be more technology driven towards using the electronic devices in their daily life. The smartphones and smart electronic devices are fast improving with the advancement of the new generation of android devices with some devices are built specifically for Augmented Reality (AR). The 21st century learning approach advocates the integration of technology for more interactive teaching and learning activities. Thus, this research developed a mobile AR application which integrated the android-based application to assist the teaching and learning activities in University Malaysia Sabah (UMS). UMS students are required to take the English language courses from the Centre for the Promotion of Knowledge and Language Learning (CPKLL). However, the current challenges in the English language classrooms are students’ lack of interest in conventional teaching and learning activities and their limited attention span. In view of this, the gamification element is injected inside the classroom by utilising a creative approach to the existing conventional scavenger hunt game. The implementation of an android application with AR capability allows the students to play educational quizzes. The two-fold objectives of this project included: (1) developing an android-based fun quiz application with AR technology which was location-based so students could experience interactive learning environment; and (2) investigating the implementation of this mobile application during English lessons. Iterative methodology was employed in this research which comprised planning, analysis, design, implementation, testing phase, deployment and follows next iteration (if needed). The findings suggested that students were able to answer the AR quizzes at several locations around UMS and provided the lecturers with real time access to the results. It is hoped that the mobilised scavenger hunt application will provide more interactive and learning activities via gamification.

Subject:
Languages
Material Type:
Teaching/Learning Strategy
Author:
Esther Jawing
Date Added:
10/29/2019
Get Started with Augmented and Virtual Reality for Learning
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CC BY-NC
Rating
5.0 stars

This guide is intended for newcomers to augmented and virtual reality that wish to learn about these technologies and use them in teaching, training, and learning. Appropriate for both educators and trainers, this guide focuses on free and open source websites and apps to allow anyone to get started quickly and easily, and with no coding required.

Subject:
Computer Science
Educational Technology
Material Type:
Module
Textbook
Author:
Lindsay O'Neill
Date Added:
01/02/2020
Google Expeditions/Tour Creator Tutorial
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CC BY-NC
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This is a brief tutorial for teachers and/or students in using the main features of Google Expeditions and Tour Creator. I demonstrate the interface of the Expeditions app on iPad and Smartphone, both from a teacher and student perspective. I also show an example of the Tour Creator which is newly available from Google/Poly and has potential for student artifact creation as well as custom teacher-made materials. In an attached document I explain how these newer functions satisfy the concerns expressed by some toward VR and how they support a Digital Didactical Design teaching model.

Subject:
Educational Technology
Material Type:
Interactive
Simulation
Teaching/Learning Strategy
Author:
Will Cheney
Date Added:
02/18/2020
IDentifEYE Workshop - Instructor's Manual
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CC BY-NC-ND
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The overall aim of the IDentifEYE project is to enhance student online safety by empowering student online resilience.
The present manual introduces new elements to teachers on four levels: new topics – (online) identities and a critical view on globalized society – interactive didactics, elements of prophylactics and introductions to new technologies and in particular to Augmented Reality. These elements are customized for two different target groups: teachers teaching students aged 8-11 and teachers teaching students aged 12
– 14.
The manual is available online in six languages

Subject:
Education
Material Type:
Game
Reading
Author:
CCS Education
Date Added:
01/28/2016
Remix
IDentifEYE Workshop - Instructor's Manual
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CC BY-NC-ND
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The overall aim of the IDentifEYE project is to enhance student online safety by empowering student online resilience.
The present manual introduces new elements to teachers on four levels: new topics – (online) identities and a critical view on globalized society – interactive didactics, elements of prophylactics and introductions to new technologies and in particular to Augmented Reality. These elements are customized for two different target groups: teachers teaching students aged 8-11 and teachers teaching students aged 12
– 14.
The manual is available online in six languages

Subject:
Education
Material Type:
Game
Reading
Author:
CCS Education
Date Added:
08/08/2019
Immersive Experiences in Natural and Cultural History Education
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CC BY-SA
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Imagine being transported into an entirely new world, or see the world you know being transformed in fantastical ways: that is what immersive experiences can deliver. Traditional classroom learning can be restrictive and at times dull, but virtual reality (VR), augmented reality (AR), and mixed reality (MR) can offer transformative learning experiences that are novel, interactive, and exciting. There is nothing quite like the immersive experience that this media and these technologies offer. It these experiences and this technology pertaining to education and natural and cultural history that we explore in this open course.

Subject:
Arts and Humanities
Visual Arts
Educational Technology
History
Life Science
Archaeology
Material Type:
Unit of Study
Author:
Erica Hargreave
Johannes Wielenga
Yannick Wong
Date Added:
01/22/2021
Intro to Vectors Physics and Augmented Reality
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Educational Use
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Students learn about video motion capture technology, becoming familiar with concepts such as vector components, magnitudes and directions, position, velocity, and acceleration. They use a (free) classroom data collection and processing tool—the ARK Mirror—to visualize and record 3-D motion. The Augmented Reality Kinematics (ARK) Mirror software collects data via a motion detector. Using an Orbbec Astra Pro 3D camera or Microsoft Kinect (see note below), students can visualize and record a robust set of data and interpret them using statistical and graphical methods. This lesson introduces students to just one possible application of the ARK Mirror software—in the context of a high school physics class. Note: The ARK Mirror is ported to operate on an Orbbec platform. It may also be used with a Microsoft Kinect, although that Microsoft hardware has been discontinued. Refer to the Using ARK Mirror and Microsoft Kinect attachment for how to use the ARK MIrror software with Microsoft Kinect.

Subject:
Computer Science
Engineering
Measurement and Data
Physics
Material Type:
Lesson
Provider:
TeachEngineering
Provider Set:
Lessons
Author:
Jackson Reimers
Date Added:
08/30/2018
Learning Grammar and Vocabulary using GVScapes
Only Sharing Permitted
CC BY-NC-ND
Rating
0.0 stars

The current challenges in the English language classrooms are students’ lack of interest in conventional teaching and learning activities as well as limited attention span during lessons. In view of this, the gamification element is injected inside the classroom by utilising a creative approach to the existing conventional scavenger hunt game. The implementation of an android application with AR capability allows the students to play educational quizzes. The two-fold objectives of this project included: (1) developing an android-based fun quiz application with AR technology which was location-based so students could experience interactive learning environment; and (2) investigating the implementation of this mobile application during English lessons.

Subject:
Higher Education
Material Type:
Reading
Author:
Esther Jawing
Date Added:
10/29/2019
Transmedia Storytelling: Narrative worlds, emerging technologies, and global audiences MOOC
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CC BY-NC-ND
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Transmedia storytelling is the practice of designing, sharing, and participating in a cohesive story experience across multiple traditional and digital delivery platforms - for entertainment, advertising and marketing, or social change.

This course will help you to design a strategy for developing and telling your own transmedia story. You will learn about what it takes to:
• Shape your ideas into compelling and well structured narratives and complex story worlds
• Identify, understand, and engage different audiences in your stories
• Create cohesive user experiences across different platforms
• Evaluate existing and emerging technologies to share your story with the world, and help your audience participate in the larger storyworld you create

The course provides you with a unique, authentic, and industry relevant learning opportunity. You will have access to current theory, industry examples and advice and undertake learning activities that will equip you with the tools you need to start developing your own ideas.

Subject:
Arts and Humanities
Career and Technical Education
Education
Material Type:
Full Course
Author:
Simon McIntyre
Date Added:
09/20/2016
XR: What is Immersive Technology?
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CC BY-NC-SA
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10. Brave New World - XR - What is Immersive Technology?

The trifecta of globalization, urbanization and digitization have created new opportunities and challenges across our nation, cities, boroughs and urban centers. Cities are in a unique position at the center of commerce and technology becoming hubs for innovation and practical application of emerging technology. In this rapidly changing 24/7 digitized world, city governments worldwide are leveraging innovation and technology to become more effective, efficient, transparent and to be able to better plan for and anticipate the needs of its citizens, businesses and community organizations. This class will provide the framework for how cities and communities can become smarter and more accessible with technology and more connected.

Subject:
Electronic Technology
Material Type:
Lesson
Provider:
CUNY Academic Works
Provider Set:
Medgar Evers College
Author:
Rhonda S. Binda
Date Added:
10/30/2020