Strawberry Generation to Gen Alpha: Virtual Reality and Augmented Reality in Education
The
uses of digital technologies are obvious and the impacts of technology over “generation
z” are tremendous. But beyond its surface of recreational capabilities,
there are some beneficial ways that can be used in an instructional environment.
One of them is to use virtual reality that we first introduced in class with Google
cardboard. It is the pioneer that sets an immersive experience to go beyond the
entertainment, and it gets weary in time. Virtual Reality is the simulation of a real or
imagined environment that appears as three dimensional (3D) space. Immersion of
VR into the classrooms started with affordable devices such as Samsung Gear VR
and Google Cardboard and Windows 10 VR (Lawrie,2017). The headsets attached to
any smartphone device and free VR apps such as Titans of Space VR or Google
Arts and Culture can give a new tune to learning just by hitting the icons in
the apps and can help learners to virtualize the themes like space; walking on
the moon by involving, imagining, and interacting. Despite all these
possibilities, however, the use of VR as an educational tool rests in the hands
of schools’ budget and teachers’ perceptions. Self-regulated learners can also
take advantage of alternating the way of their learning by experiencing VR to
have more in-depth understanding and drill hands-on activities.
In addition, teachers can take students to travel in time to witness some events in history or even the anatomy of human architecture. To put simply, it is a big
investment for education but I believe that implementing VR in education and
make it accessible in a wider school context makes a big wow in the instructional
environment (Pantelidis,2009). Above all, students experience the themes at
their own pace by constructing their knowledge and modeling the real world by
interacting with the things uncovered or not internalized before.
From
constructivist paradigm, VR facilitates learners to interact with the world and
develop critical thinking and problem-solving skills. How about integrating
virtual and real objects in the same space? Here we call this system Augmented
Reality that means combining or “supplementing” real-world objects with virtual
objects or superimposed information (as cited in Acosta&at al., 2014).
Unlike VR applications, AR allows us to combine virtual and real world
seamlessly by using all senses and it does not replace reality.
It
elevates students ‘learning because they practice information through 3D
dimensional model representations. There are some constraints of using both VR
and AR such as leading learners to have cognitive overload or vision problems
and so forth, however, these two gems have flamboyant effects on one’s self
discovery and critical thinking skills development.
I
would like to share some apps if you are interested in AR and discover more
about its use in education. There are a bunch of app lists but I picked some on
for kids ‘self-learning.
1. Anatomy 4D: to practice 3D models of the human body (scanned through the
camera of any smart device)
2. AugThat: an app that helps learners to practice topics from Geography,
Maths, and Science in 3 dimensions. (**especially for students with special
needs)
3. Arloon Plants: to learn about species of flora around the world and
parts of plants
4. Starwalk: to learn and practice about stars and constellations in the
sky. (by pointing the camera towards the sky)
5. Aurasma: to build your own AR experiences on the web version.
References
Bacca-Acosta, Jorge & Baldiris, Silvia
& Fabregat, Ramón & Graf, Sabine & Kinshuk, Dr. (2014). Augmented
Reality Trends in Education: A Systematic Review of Research and Applications.
Educational Technology and Society. 17. 133-149.
Lawrie,G. (2017) How our school is using Virtual Reality to prepare pupils for a future
dominated by technology. Retrieved from https://muckrack.com/graeme-lawrie/articles
Pantelidis,
Veronica. (2009). Reasons to Use Virtual Reality in Education and Training
Courses and a Model to Determine When to Use Virtual Reality. Themes in Science
and Technology Education. 2.

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