Augmented reality can deepen student engagement and activate learning through hunts, breakouts and labs. Check out some apps that support lessons in creating augmented reality for K-12 students.
VR in Education: Potential and Barriers for Effective Use
Children’s use of virtual reality (VR) seemed to increase during lockdown but was most effective when incorporated with supporting materials that contextualized the VR experience.
Imagine addicting, frustrating, challenging, and exciting all wrapped up into one app! I was captivated by the Twinkl Robotics app because of the playful yet difficult challenge of building a functional robot. Not only does the robot need to work, but it also has to reach the goal at a specific spot.
Get ready to jump into the playful world of Tokotoko, where your drawings come to life in augmented reality. The story is separated into 10 scenes, each part relying on the student to help build the stage, the props, and even the characters. Feel like a true ARtist!
The latest WWF app was released a few months ago with a focus on forests. The goal is to educate the user on how a healthy forest benefits people and wildlife. You may be surprised to learn that this app was created by Assemblr.
During this #31DaysofARVRinEDU, I've shared augmented reality platforms to build your own content. All of these tools were used to make the images in The Immersive Classroom book become interactive. Each tool has features that stand out from the rest, and each provides a way to move from consumption to creation in your classroom. Using the ARize platform, students can layer AR videos, objects, or links. The easy directions make it simple to create your experiences using trigger images or by plac
Get ready to be wowed! Not only is this a fantastic AR creation tool, but it's packed full of integrations that you'll love. In my video below, you'll find the simplicity of creating content using a trigger image, locations (scavenger hunts), and the latest update is WebXR.
The Record3D app is an iPhone application to turn your mobile device into a 3D recorder. Scanned objects are placed in the real world using augmented reality. Using LiDAR technology, I was able to scan my face and record myself in 3D. The app will open your camera to 3D scan video of objects, people, or places.
Engage with classroom content using augmented reality. The app begins by establishing the age range to deliver appropriate content for the student. Once defined, the course material loads, and students can access several categories of content, including writing prompts, space, landmarks, habitats, dinosaurs, and more.
The Google WebXR experience was initially available when searching for specific animals such as deer or cat. As time has passed, those experiences have grown to more animals and many more categories.
The LiDAR technology in the RoomScan app is able to scan and build a full building of 3D objects. Scanning one room at a time, the app identifies walls, distances, floors, ceilings, doors, and more to properly layout the room. The various viewpoints are 2D floorplans, 3D, and 3D+.
One of my "go-to" LiDAR apps is Scaniverse. I decided to do a new scan of The Immersive Classroom book. You can see that the scan is not perfect, but in a matter of a few minutes, I was able to capture the book's essence.
"The Metaverse application is a massive immersive technology resource for education. The application is able to customize experiences using both AR and VR, questions, polls, pictures, and so much more. Using Metaverse, educators and students build AR/VR experiences that can gather results, provide information, create leaderboards, set timers, and collect points, among other possibilities." page 40 of The Immersive Classroom Get more information at https://www.arvrinedu.com/post/day-17-metaverse