Blog Post 9: Augmented Reality in Education
In general, when people hear about virtual or
augmented reality, they think about video games. However, virtual and augmented
reality has been making major strides in education over the past few years (Young,
2020). Predominantly, patrons are most familiar with the term virtual reality
(VR), which is the submersion into a completely new realm of reality. For
example, when one puts on goggles and sees a completely different world, that
is virtual reality (Massis, 2015). However, augmented reality (AR) has grown
more in popularity over the past couple of years. Augmented reality is when
digital or media layers are added to reality to serve an added purpose like
descriptions, directions, game pieces, etc. (Massis, 2015). For visual
examples, look below.
Virtual and Augmented Reality in Education
In education, virtual and augmented reality can
completely change the scope of how children perceive learning, interact with
new material, or are able to immerse into new cultures. Additionally, because
students often associated virtual or augmented reality with games, it will inherently
make students more excited about learning or interacting with the technology in
class (Young, 2020). Furthermore,
students can be challenged through the use of virtual or augmented reality in
ways that they have never been challenged before (Billinghurst & Duenser,
2012). For example, students can immersively swim with sharks to learn about
them, rather than merely taking notes in class. By interacting in this
immersive or augmented way, student learning is more independent and it gives them
more opportunities to inquire for themselves. Overall, by adding virtual and
augmented reality into the classroom, the future of education can completely
change.
Quiver
is an augmented reality tool that allows students to see their drawings come to
life around them. The app itself is less than $10, and can be used to bring curriculum
to life with many education resources available within the app. To use Quiver, students
will have to draw on specific color packs created by Quiver. To use Quiver
properly, the following steps will have to be taken:
1. To locate these color
packs, users should go to the Quiver website,
and look for the turquoise button labeled “Color Packs” in the upper right hand
corner.
2. Once you are in the “color
packs” section, users can look at the wide variety of different recreational
and educational color sheets made available for children.
3. Once the user has found a coloring pack they want
to interact with, they should download and print it out.
4. Then, the student is
allowed to color all over the printed sheet just like they would a normal coloring
book.
5. Next, the adult should
download the Quiver app to their mobile device and scan the document.
6. Once students scan the
document, the picture will come alive off the page (Quiver Augmented Reality,
2019).
Many
of the images have interactive activities like hearing the animal noises, hearing
sounds of the environment, watching animals move or swim like they would in
real life, and the characters can interact with each other. Students are able
to not only make a personal connection to what they are learning because they
colored it, but they are able to see a completely different side of the subject
matter by seeing it, quite literally, jump off the page. The video below shows
users how easy it is to use Quiver (Quiver Augmented Reality, 2019).
It is important to note that, though
all of the pages are free to print off line, some images do have to be purchased
in the app to interact with the AR features.
Using Quiver in the Classroom
To see Quiver being used in a real
classroom, watch the video below.
References:
Billinghurst,
M. & Duenser, A. (2012). Augmented reality in the classroom. Computer,
45 (7), 56-63. doi:
10.1109/MC.2012.111.
Engineersgarage
[username]. (2020). What are the differences between VR and AR?
[Image]. Virtual Reality Pop. Retrieved from https://virtualrealitypop.com/virtual-reality-vs-augmented-reality-whats-the-difference-a650a4b3895f
The
Franklin Institute. (2020). What’s the difference between AR, VR, and MR? [Image].
Retrieved from
Laredo I.S.D. Instructional Technology
Department [username]. (2019, April 4). Quiver
augmented
reality app part 3. [Video file]. Youtube. Retrieved from
https://www.youtube.com/watch?v=wP3uNSgUdUY
Massis, B. (2015),
"Using virtual and augmented reality in the library", New
Library
World, Vol. 116 No. 11/12, pp. 796-799. https://doi.org/10.1108/NLW-08-2015-
0054
Quiver Augmented Reality. (2019, May
5). How to use quiver 3D coloring app? [Video
file].
Youtube. Retrieved from
https://www.youtube.com/watch?v=9LpHUG5IO2c
Young,
L. (2020). Get the most from AR/VR technology without breaking the budget.
[Web page]. The School Library Journal. Retrieved
from
https://www.slj.com/?detailStory=get-the-most-from-ar-vr-technology-without-breaking-budget-library
Hi Alex! I have heard of Quiver before, but I had never really bothered to learn more about it. Thank you for your thoughtful post. Our third graders do an animal research project every year and this would be a great tool to compliment their project. They have already begun their projects for this year, but it is worth sticking in my back pocket and pulling it out next fall as a collaborative offering with their teachers. I will have to play with it and learn about it more in depth myself and you have given me a good staring point for that.
ReplyDeleteHave a great week!