Many of us know how Augmented Reality (AR) works thanks to mobile games like Pokémon Go and social media applications like Instagram photo filters. However, the magic of AR goes much further. Augmented reality is used successfully in multiple fields, including the educational field. However, the magic of AR goes much further. Augmented reality is successfully used in multiple fields, including the educational realm.

Using AR in the classroom can make an ordinary class an engaging experience. AR technology provides virtual examples and adds gameplay elements to textbooks. As a result, the classes become more interactive. AR technology provides virtual examples and adds gameplay elements in textbooks. As a result, classes become more interactive.

What is augmented reality?

AR is the result of using technology to superimpose information (be it sounds, images, or text) in the real world. This technology has been widely used in the Research and Development (R&D) sectors to improve training, but how can we take advantage of it in the field of education? This technology has been widely used in the Research and Development (R&D) sectors to improve training, but how can we harness it in the field of education?

The advent of WebAR (Augmented Reality through the web), is accelerating this conversation, expanding the possibilities of this technology. WebAR is becoming more important due to its scope. Not everyone would be willing to download a new application on their phones, but anyone would agree to click on a hyperlink on their computers. That ease of access changes the rules of the game. WebAR becomes more important because of its scope. Not everyone would be willing to download a new app on their phones, but anyone would agree to click on a hyperlink on their computers. That ease of access is a game-changer.

Background to Augmented Reality

The beginning of the sixties, in addition to the Cuban crisis and the rise of the hippie movement, is notable for the rise of Sensorama. This device allowed viewing 3D images accompanied by stereo sound, odors and wind effects. It was revolutionary for its time, and led the development of what Jaron Zepel Lanier called in 1989 as Virtual Reality. This device allowed to see 3D images accompanied by stereo sound, smells and wind effects. It was revolutionary for its time, and spearheaded the development of what Jaron Zepel Lanier called Virtual Reality in 1989.

Similarly, the display screens on many fighter jets since the 1990s showed information about the plane’s altitude, direction, and speed, and what objects in the field of view were targets.

In 2009, the Fluid Interfaces Group at the Massachusetts Institute of Technology (MIT) introduced SixthSense. This device combined the use of a camera, a small projector, a smartphone and a mirror. The device hung from the user’s chest with a cord from the neck. Four sensor devices could be used on the user’s fingers to manipulate the images projected by the SixthSense.

AR is quite different from virtual reality. Virtual reality means computer-generated environments for you to interact and immerse yourself in. RA adds to the reality you would normally see rather than replace it.

Augmented Reality and Education

Practicing by doing is considered one of the most effective learning methods, since it promotes memory information in the short and long term. Augmented reality can help make classes more interactive and allow students to focus more on practice rather than just theory. Augmented reality can help make classes more interactive and allow students to focus more on practice rather than just theory.

As AR adds virtual objects to the real world, it allows students to train their skills. So instead of just reading books or listening to lectures, students can start practicing with the help of glasses and headphones. This increases engagement and improves the learning experience. So instead of just reading books or listening to lectures, students can start practicing with the help of glasses and headphones. This increases engagement and improves the learning experience.

Benefits of Augmented Reality in Education

Affordable learning

Educational materials can be expensive and not all schools can afford to buy and maintain them. Using AR to learn, students only need their mobile devices. Taking into account their widespread use, AR in education is increasingly accessible. Using AR to learn, students only need their mobile devices. Considering the widespread use of them, RA in education is increasingly accessible.

A wide range of fields

The use of RA is not limited to a particular subject, age group, or educational level. It can be used for both preschool and higher education, and even for business training. It can be used for both pre-school and higher education, and even for business training.

Allows for better learning

Studies by Neuro-Insights and Mindshare show that memory encoding is 70% higher with AR tasks than its non-AR equivalent. This has huge implications for learning designers. In this way, you can get people to remember things and then use this new knowledge. This has huge implications for learning designers. In this way, people can be made to remember things and then use this new knowledge.

It is measurable

There are several tools for creating AR content right now, and the vast majority come with pretty robust dashboards. These can be used in conjunction with a learning management system to track which content is most popular. In the same way, you can know how deep user learning is and what areas trigger additional actions. These can be used in conjunction with a learning management system to track which content is most popular. In the same way, you can know how deep the learning of users is and which areas trigger additional actions.

You can do it yourself

Some think the process is difficult. Creating augmented reality content is much simpler than ever, and now you can create sophisticated experiences with simple drag and drop tools. Now it only takes a few hours to implement an experience from scratch. Simply with Google’s Augmented Reality Creator we will find many options. Plus most apps have a free trial so you can dig right away. Now it only takes a few hours to implement an experience from the start.

Simply with Google’s Augmented Reality Creator we will find many options. Plus most apps have a free trial so you can dig right away.

Examplesof AugmentedReality for classroom education

Dinosaur 4D +

Dinosaur 4D+ is an AR application and a set of cards. Users can scan cards to see the dinosaurs in 3D. With this app students can see dinosaurs in action, rotate them and zoom in and out. The app also provides information about each dinosaur.

Elements 4D

Elements 4D uses AR to make chemistry more fun and engaging. First, users need to make paper cubes from blocks of special items. Then, they just need to place the cubes in front of their device’s camera to see representations of chemical elements, their names, and their atomic weights. To explore elements, students can put two cubes together to find out if the elements react and see the chemical reaction.

Google Expeditions

Google Expeditions offers tours in both virtual reality and AR that can be used in the classroom. With AR technology and mobile devices, users can bring 3D objects into the classroom, then walk around and explore them. These can be tornadoes, volcanoes, or even DNA. It covers various topics and offers over 100 AR Expeditions through the circulatory system, the history of technology and the moon landing.

Augmented reality for medical education and training

Medical students can improve their knowledge and skills by taking advantage of virtual and augmented reality. AR technology use cases include: AR technology use cases include:

Create models of the human body that allow medical students to learn anatomy in depth;

Provide more training opportunities for medical students with the help of simulations;

Practical surgery in virtual patients

Human Anatomy Atlas is an app that allows students to explore the human body to understand how it works. The app displays 3D models of the body and allows students to rotate and interact with them. Human Anatomy Atlas provides more than 10,000 anatomical models and certain information in seven languages. The app also has a testbed for quizzes to help students verify and improve their knowledge.

Touch Surgery

Touch Surgery is a healthcare app that specializes in surgical simulation. Those responsible for this application partnered with DAQRI, an AR company, to launch an AR platform to allow users to practice surgery on virtual patients. Those responsible for this application partnered with DAQRI, an AR company, to launch an AR platform to allow users to practice surgery on virtual patients.

Holo Lens

HoloAnatomy is an app developed by Case Western Reserve University and the Cleveland Clinic. It involves the use of Microsoft’s HoloLens smart glasses. This app, which helps medical students learn anatomy, has already won several awards. It involves the use of Microsoft’s HoloLens smart glasses. This app, which helps medical students learn anatomy, has already won several awards.

Dynamic Anatomy

One more project that uses HoloLens for medical education is Dynamic Anatomy from Leiden University and the Leiden University Medical Center. This project helps students learn human anatomy using their own bodies while medical holograms reflect their movements. This project helps students learn human anatomy using their own bodies while medical holograms reflect their movements.

Better practices

AR is a great fit for the current educational moment. Delivering immersive experiences has a verifiable impact on memory retention, engages people deeply, and makes a significant impact on their skills.

It is an established solution for various problems related to learning and internal communication. In this regard, the application of the following practices is recommended: In this regard, the following practices are recommended:

  • Start with desired goals and results.
  • Start with goals and desired results, think about what content we currently have and what we may need to create from scratch.
  • Build AR content with the user context in mind.
  • Make sure content is clearly signaled with a clear and compelling call to action.

Conclusions

The time has come to say goodbye to the traditional way of teaching and learning. The development of AR applications is one of the latest trends in the education industry.

Making augmented reality content is much simpler than ever, and allows you to create sophisticated experiences with simple drag-and-drop tools. We no longer have to think within the confines of PowerPoint. For education, it means better value for money and more creative freedom, as learners are more likely to participate and remember their training.

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Bibliographic References

Guerra, C. Recursos didácticos para la educación a distancia: hacia la contribución de la Realidad Aumentada – Universidad Veracruzana de México. Available at : http://s3.amazonaws.com/academia.edu.documents/37574188/61052010_RECURSOS_DIDACTICOS_EDUCACION_A_DISTANCIA.pdf?AWSAccessKeyId=AKIAJ56TQJRTWSMTNPEA&Expires=1474566683&Signature=xm%2Beb5ggYH%2BLuBKnSs34NL7D9Ls%3D&response-content-disposition=inline%3B%20filename%3DRecursos_dida_cticos_para_la_educacio_n.pdf

Fabregat Ramon. Combining Augmented Reality with adaptive e-elearning platforms. Available in: Revista Venezolana de Información, Tecnología y Conocimiento: https://dialnet.unirioja.es/descarga/articulo/3971545.pdf

De la Torre and Collaborators. Ubiquitous learning environment with Augmented Reality and tablets to stimulate the understanding of three-dimensional space, by Jorge De la Torre Cantero and collaborators. Available in: Journal of Distance Education, which can be recovered in the direction http://revistas.um.es/red/article/view/234041/179811,

Augmented Reality and Education

Augmented Reality in the educational field

 

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