Tag Archives: augmented reality

Google Expeditions AR

I was a bit disappointed and, yes, a lot jealous, when our school wasn’t chosen to try out the Google Expeditions VR program as it traveled to different cities around the U.S.  I had tried Expeditions at some technology conferences and thought our students would enjoy the unique experience.

With virtual reality, students wear “Google Cardboard” goggles, which have phones inserted in the front.  Once an Expedition is begun by the teacher, the students are basically immersed in the environment as the teacher leads them through a field trip of a place like a coral reef.

The VR experience is great, but most elementary classrooms do not have the equipment to make it a reality.  Since only one student can use a pair of goggles at a time, and the goggles require a phone, the logistics are a bit tricky for the standard K-5 classroom.

Google has recently begun to beta test a new version of Expeditions, which is augmented reality instead of virtual reality.   No VR goggles are required, and tablets can be used.  The AR version is not available to the public, yet, but our school was fortunate this time to be chosen to try this version out. (If you are interested in seeing if your school can beta test Expeditions AR, go to this sign-up form.)

On the day of the beta test, all of the teachers who had signed up at our school attended a 30 minute training with the Google representative to learn how to use the equipment.  (Google provides everything for the sessions that day, including routers so they don’t have to use the school wi-fi.)  During each 30 minute session, groups of 3 students use Android phones that are on sticks (see the pics below) to scan QR codes that are on papers on the ground.  The teacher, who has already chosen from a list of possible Expeditions, leads the students through different images, controlling it all on his/her device.  All students see the same image at the same time.

When the first image appears, there are usually squeals of delight as the students realize that they are viewing a 3 dimensional version of a bee, or a dinosaur, or a volcano.  They can walk around all sides of the image, and even, for some, go inside.  A few students had some difficulty understanding the spatial dimensions, but most quickly caught on.  The enthusiasm of the teachers (many who had never used augmented reality) and the students mounted throughout the 30 minutes as they investigated planets, tornadoes, and some human anatomy.  Throughout the day, students in K-4 had a chance to try out the technology, and all seemed engaged.

Overall, this technology seems like it has potential for wide-spread use in elementary, since it will be available on tablets (iOS and Google Play) for free.  The trick will be to make sure that teachers design pedagogically sound lessons to utilize it rather than depend on the novelty to lead learning.  As augmented reality become more ubiquitous, the oohs and ahs will quickly subside if there is no other substance to the lesson.  As someone who has been using AR in my classroom for years, I am well aware that it is more important to include technology when it supports the lesson than to depend on the technology to be the lesson.

Photo Apr 04, 7 39 57 AM.jpg

Photo Apr 04, 1 45 52 PM.jpg

Photo Apr 04, 8 22 25 AM.jpg

Photo Apr 04, 12 40 57 PM.jpgPhoto Apr 04, 8 18 46 AM.jpg

Advertisements

Merge Cube

The Merge Cube is the latest product to market augmented reality experiences for kids. It is being sold at Walmart for $14.97 – although it looks like it is already out of stock. Beore purchasing it, you should know that you will need a smartphone or tablet to download the apps for the cube.  Merge Goggles can also be used, but are not required as long as you have an app-enabled device.  If you have Google Cardboard, you can use it with the Merge Cube.  However, the Merge Goggles have a special cut-out specifically designed for use with the cube that helps to make the experience more immersive.

I have not used this product yet, so I can’t give you a full review (you can see one here by “Dad Does”).  It looks like it has educational as well as entertainment applications.  According to the website, there is a “Mr. Body” experience and “Galactic Explorer”.  The Merge Cube is being marketed as “the hologram you can hold in your hand.”  It reminds me of Daqri’s Elements 4D Cubes, but it is actually one cube designed for multiple apps – and developers are being invited to submit more.

Merge has several products out there, including its Merge Goggles.  You can visit the Merge Miniverse site to see games and YouTube 360 videos that are compatible.

I like the idea of the flexibility (since VR glasses require phones and all I have are tablets in my classroom), and will be curious to see what other educational uses come out of this relatively affordable product.  Like many ed-tech options, the novelty may attract your students, but it is up to educators to determine if it is a tool that will deepen learning.

For other Augmented Reality Resources for Education, check out this page.

mergecube.jpeg

outthink hidden

Hidden Figures, a movie recently released about the three African-American women who were instrumental in the John Glen’s historic orbit around the earth, is based on a the book of the same name by Margot Shetterly. By showcasing the contributions made by these women, Katherine Johnson, Mary Jackson, and Dorothy Vaughan – virtually unknown names until now – the book and movie remind us that many people who have significantly influenced our history are omitted from the history books because of racism, sexism, and ignorance.

In an attempt to correct this, IBM has created a website devoted to the movie – as well as to revealing other “hidden figures” in the field of S.T.E.M.  The company’s interest is partially due to the fact that it was one of IBM’s early mainframes that aided the women with their calculations.

On the IBM website for Hidden Figures, there is information about the movie and some video clips.  In addition, IBM partnered with the New York Times’ T Brand Studio to create a free interactive augmented reality app that can be downloaded in iTunes or Google Play. According to the site, there are markers at 150 different locations in the United States that you can scan with the app to learn more about amazing S.T.E.M. pioneers who never got due honors for their work.  You can also find markers in the New York Times.  Don’t despair if you don’t subscribe and don’t happen to live near one of 150 sites selected. After downloading the app (“outthink hidden”), visit the IBM site here, and you can scan the marker online.

Within the app you can search for nearby markers, scan, take pictures of the 3d images, and listen to audio about each included figure.  If you are using the online marker, click on the icon in the top right corner to change the figure who appears when you scan it.

If you are interested in more S.T.E.M. inspiration, one of my Gifts for the Gifted recommendations last month was this incredible book by Rachel Ignotofsky.  I also have a S.T.E.M. Pinterest Board.  In addition, if you are looking for more augmented reality activities, here is my collection of educational apps and lessons.

photo-jan-10-6-37-33-pm-1
Bessie Blount Griffin, Inventor & Physical Therapist (scanned with T Brand AR app)

 

Halloween Treats That Won’t Give You Cavities

As if American politics aren’t scary enough, the United States celebrates Halloween next Monday, which is all kind of wrong – because spending a day with students who can’t wait to trick-or-treat plus 4 more days after they fill up on sugary candy should not be required of any teacher if you are at all interested in helping him or her maintain a semblance of sanity.

The president I would vote for would resolve to make Halloween on a Saturday for the rest of eternity, but so far I haven’t seen that mentioned in anyone’s campaign.

For those of you who are in the same boat (or should I say, riding the same broom?), here are some resources I’ve collected in the past that might help to briefly engage your students in something other than daydreaming about all of the candy they will need to confess to eating at their next dental appointment:

Check back tomorrow for another virtual pumpkin carving idea!

Click her to get to the free QuiverVision Augmented Reality Pumpkin download
Click here to get to the free QuiverVision Augmented Reality Pumpkin download

 

 

Help Your Students Grow By Riding the Pokemon Flow

With the Pokemon Go craze in full swing, augmented reality for education may be generating more interest than ever before. Leveraging trends like Pokemon Go in the classroom can certainly provoke student engagement even though education wasn’t the original intent of the game.  Whether you choose to modify Pokemon Go, or use one of the many other available apps, augmented reality offers new opportunities to our students for learning – when used correctly.

About 4 years ago, my initial forays into augmented reality were all about the novelty of the technology with my students.  They certainly enjoyed those first augmented reality scavenger hunts, but I will readily admit now that more fun than learning took place at the beginning.  As I learned how to use tools to create my own augmented reality, I saw the power it could have for sharing presentations on static displays, or delivering messages from people who could not be there physically.  Sending augmented reality work by the students home to parents added another dimension to their projects.

Augmented reality that is interactive gives students the chance to have experiences, like mixing sodium and chlorine gas to make salt, or touring an estuary in Australia, that they might not usually have in many classrooms.

Ideas are already cropping up about how Pokemon Go can be used in the classroom, such as this article or these suggestions. Discovery Education also has a detailed blog post of Pokemon Go curriculum integration activities.  If you want your students to try to design their own version of Pokemon Go, let them try this Vidcode online version.  Once they start figuring out the code, have them branch out to include some of their own graphics and code that ties in to your curriculum.

If you want to branch out to other augmented reality apps and lessons, I have collected several resources here.  Katie Ann Wilson, author of Diary of a Techie Chick, has many classroom ideas here.  Shell Terrell also recently published a blog post that lists many augmented reality links.

There is no doubt that you will generate enthusiasm from your students by using augmented reality in the classroom.  However, I highly encourage you to read this article by Laura Callisen, which cautions you about the ways good educators should not use this popular trend.

Another thoughtful piece about augmented reality, by Stephen Noonoo, compares the “virtual reality” of our current classrooms to the “augmented reality” learning should reflect – with or without technology.

pokemongoI expect that the Pokemon Go mania will spawn more augmented reality apps, hopefully with education in mind.  My hope is that they will be thoughtful and encourage deep learning while retaining the fun sense of adventure fostered by Pokemon Go.

Blippar

I briefly mentioned Blippar in a post last summer about the Augmented Reality magazine, Brainspace.  A tweet from last night reminded me that there are other educational uses for the free Blippar app.  In this post by Rob Stringer on Blippar’s blog, you can find some great uses of Blippar for science activities in the classroom.  I’m ready to try the solar system one tomorrow!

At Diary of a Techie Chick, you can find lots of AR activities.  Using Blippar’s sunflower trigger and a couple of other resources,  @KatieAnn_76 offers a free lesson plan full of rich ideas for learning more about plants.

To learn more about Blippar for Education, click here.  If you are interested in seeing more Augmented Reality activities, here are some I’ve collected over the last few years.

Blippar Volcano

 

Quiver Education – Planet Earth

The Quiver 3D coloring app was formerly known as ColAR.  It’s available on both Google Play and the iTunes app store as a free app. However, there are some in-app purchases on the free app.  Another option is to purchase the Education version of the app, which includes all of the content.

I published a post about this augmented reality app at the end of last school year, lamenting the fact that I had discovered the free Planet Earth page too late for my 1st graders to experience it.  This year, I knew I wanted to include this page as they learned about the continents, so I made sure to add it to my lesson plans before I forgot.

Yesterday, the students were introduced to the continents with a cute SmartBoard lesson involving a traveling guinea pig.  We also used my handy floor map (best $22 ever spent!) and the huge wall map I made (longest hours of my life) to see the continents in many different ways.

Then I asked the students to label and color Quiver’s Planet Earth page.  With a little instruction on how to use the app, I set them free to explore.

As I predicted, they were completely amazed to see their own writing and drawing come to life in 3D.  The other features (seeing the world at night or during the day, etc…) also fascinated them.

The one challenge of the app is getting the iPad the exact height above the paper to correctly “read” the page.  This meant the page could not be on the table, but needed to be on a chair or the floor for my vertically challenged 1st graders.  They adjusted to this quickly, but it also became a new activity when one of the students (accidentally?) waved her foot over the page.

“Look!  It’s showing my foot!!!!!!”  This, of course, led to a mass migration over to the iPad that suddenly had a shoe-shaped continent.

“What else can we try?”

“Let’s try a pencil!”  I found this suggestion intriguing as it actually appeared that the pencil was pointing at a particular continent. This seemed like it might have educational uses.  Granted, 3D-ness would not be necessary for that image, but it does make it more fun.

The pencil suddenly became less exciting when I found a Lego zombie that had been left behind in my classroom. This, of course, inspired more enthusiastic experimentation.  Because. You know. ZOMBIES. That makes geography so much more fun.

As usual, this lesson did not go the way I expected.  But, if it makes it easier to remember that South America and Africa are two rather large continents separated by an ocean zombie, then I’m not too worried as to whether or not learning took place.

Plus, they rocked the assessment at the end of the lesson.

Want more ideas for augmented reality in the classroom?  Check out this page of resources.

Quiver App - Planet Earth