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Augmented Reality | Media Arts Toolkit
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Educational Use
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Kentucky reading teacher Ashley Judd uses augmented reality to get her students excited about learning. The PBS Digital Innovator says she has seen student engagement soar since she started using more technology in her classroom because students are already excited about using iPads and other devices. In this video, students use an augmented reality app to create an interactive memory book.

Subject:
Geoscience
Physical Science
Material Type:
Activity/Lab
Provider:
PBS LearningMedia
Date Added:
05/08/2023
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:
Algebra
Applied Science
Computer Science
Mathematics
Material Type:
Activity/Lab
Lesson Plan
Date Added:
06/16/2021
Augmented Reality and Parabola Challenge
Conditional Remix & Share Permitted
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:
Algebra
Applied Science
Computer Science
Mathematics
Material Type:
Activity/Lab
Lesson Plan
Date Added:
12/05/2018
Body Motion Vector Visualization
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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:
Applied Science
Computer Science
Engineering
Mathematics
Measurement and Data
Physical Science
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:
Applied Science
Astronomy
Engineering
Physical Science
Material Type:
Game
Interactive
Simulation
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:
Arts and Humanities
Languages
Material Type:
Teaching/Learning Strategy
Date Added:
10/28/2019
Glacial Landscapes Jigsaw with an Augmented Reality Sandbox
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CC BY-NC-SA
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A jigsaw style activity where students learn the basics of topographic maps and teach their peers about glacial landforms through use of an augmented reality sandbox.

Subject:
Applied Science
Environmental Science
Physical Geography
Physical Science
Material Type:
Activity/Lab
Provider:
Science Education Resource Center (SERC) at Carleton College
Provider Set:
Teach the Earth
Author:
Sheldon Turner
Date Added:
01/20/2023
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
Hand prosthetic controlled via augmented reality
Unrestricted Use
CC BY
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This resource is a video abstract of a research paper created by Research Square on behalf of its authors. It provides a synopsis that's easy to understand, and can be used to introduce the topics it covers to students, researchers, and the general public. The video's transcript is also provided in full, with a portion provided below for preview:

"Restoring hand motion to people experiencing amputation, paralysis, and stroke is a critical area of research and development. While electrode-based systems that use input from the brain or muscle have proven successful, these systems tend to be expensive and difficult to learn. One group of researchers is exploring the use of augmented reality (AR) as a new way of controlling hand prostheses. A camera mounted on eyeglasses tracks LEDs on a prosthetic to execute opening and closing commands using one of two different AR systems. One system uses a rectangular command window to control motion: crossing horizontally signals “open” along one direction and “close” in the opposite direction. The second system uses a circular command window: once control is enabled, gripping strength can be controlled by the direction of head motion. While the visual system remains to be tested with patients, its low cost, ease of use, and lack of electrodes make the device a promising solution for restoring hand motion..."

The rest of the transcript, along with a link to the research itself, is available on the resource itself.

Subject:
Applied Science
Health, Medicine and Nursing
Material Type:
Diagram/Illustration
Reading
Provider:
Research Square
Provider Set:
Video Bytes
Date Added:
11/13/2020
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
Date Added:
12/01/2015
IDentifEYE Workshop - Instructor's Manual
Only Sharing Permitted
CC BY-NC-ND
Rating
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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
Date Added:
12/01/2015
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:
Archaeology
Arts and Humanities
Education
Educational Technology
History
Life Science
Social Science
Visual Arts
Material Type:
Unit of Study
Author:
Johannes Wielenga
Yannick Wong
Erica Hargreave
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:
Applied Science
Computer Science
Engineering
Mathematics
Measurement and Data
Physical Science
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
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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:
Education
Higher Education
Material Type:
Reading
Date Added:
10/28/2019
Navigating Virtual Meeting Spaces in Education
Unrestricted Use
CC BY
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Virtual meeting spaces have now become integral to modern education and have the potential to make education more accessible, engaging, collaborative and relevant in our rapidly changing world. In this OER we explore how virtual meeting spaces have evolved over the past few decades with an emphasis on the critical role of interfaces in shaping the virtual meeting experience. We investigate what future virtual meeting spaces may look like and attempt to reimagine a future where standards in education are maintained and virtual environments are responsive to learners, society and environmental needs. 

Subject:
Computing and Information
Educational Technology
Higher Education
Technology
Material Type:
Full Course
Author:
Nicola Brandon
Date Added:
11/11/2023
Playful Augmented Reality Audio Design Exploration
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CC BY-NC-SA
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Students explore augmented reality audio through the design and evaluation of prototypes. Participants will probe design space and illuminate creative possibilities. This includes productive, playful, and social applications, as well as the intersection between games and music. The course builds understanding of the limitations and strengths of iterative design and rapid prototyping as research methods, familiarizes students with the theoretical foundations of design exploration, and practices working with physical and digital materials.

Subject:
Applied Science
Arts and Humanities
Computer Science
Graphic Arts
Information Science
Mathematics
Social Science
Material Type:
Full Course
Provider:
MIT
Provider Set:
MIT OpenCourseWare
Author:
Jakobsson, Mikael
Tan, Philip
Date Added:
09/01/2019
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
Date Added:
09/20/2016
Virtual Reality vs. Augmented Reality in Education
Unrestricted Use
CC BY
Rating
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This resource is to provide an understanding of the following: Virtual Reality, Augmented Reality, Properties of Virtual Reality, Properties of Augmented Reality, The Effectiveness of the Emergining Technologies in Education, Outcomes of Student Learning and Experience.

Subject:
Educational Technology
Material Type:
Module
Teaching/Learning Strategy
Author:
Yasmeen Merriweather
Date Added:
10/31/2021
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:
Career and Technical Education
Electronic Technology
Material Type:
Lesson
Provider:
CUNY Academic Works
Provider Set:
Medgar Evers College
Author:
Rhonda S. Binda
Date Added:
10/30/2020