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Augmented Reality in Education & Gamification in Education - Coggle…
Augmented Reality in Education & Gamification in Education
Augmented Reality in Education
Definition
an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory.
How to use
Using advanced AR technologies (e.g. adding computer vision, incorporating AR cameras into smartphone applications and object recognition) to digitally manipulated about the surrounding real world information of the user
History
by U.S. Air Force, Wright-Patterson Air Force Base
in 1992
Utility
to enhance natural environments or situations and offer perceptually enriched experiences
Current technology
Hardware
Display
Eyeglasses
HUD
Contact lenses
Virtual retinal display
Handheld
Projection mapping
ETC
Application in Education
engage in creating educational content
provides opportunities to implement hands-on learning approaches that help students become more involved
enables teachers to create immersive educational experiences on their own to help ensure their students understand curriculum content
provides students with increased motivation to learn because they are actively engaged in the educational content creation process
help students remember essential details
can help teachers create lesson plans with multisensory experiences
can lower educational costs by replacing expensive textbooks
Types
location-based AR
projection-based AR
superimposition AR
outlining AR
Gamification in Education
Definition
is that learners learn best when they are also having fun
Example
giving points for meeting academic objectives
giving points for meeting procedural objectives
creating playful barriers
creating competition within the classroom
comparing and reflecting on personalised performance
using levels, checkpoints, and other methods of progression
giving learning badges
help student assume specific perspectives in learning
Benefits
Students feel like they have ownership over their learning
A more relaxed atmosphere in regards to failure
More fun in the classroom
Learning becomes visible through progress indicators
Students may uncover an intrinsic motivation for learning
Students can explore different identities through different avatars or characters
Students often are more comfortable in gaming environments
Higher engagement and concentration levels amongst students
The opportunity to think outside of the box
Effectiveness
Games play into basic needs
Games can be social
Games encourage ongoing engagement
It gives players control
History
Carmen San Diego
1980
Current technology
Gimkit
Class Dojo
Bookwidgets
Classcraft
Kahoot