PokemonGo is an augmented reality game that requires the players to find and catch Pokemon characters. They find these using an App on their mobile devices by walking around scanning their real-world environment. Players can join a team (blue, red or yellow team) and capture more Pokemon by visiting the ‘gym’ of an opposing team. They can even battle the opposing team in these gyms to steal their Pokemon; team members who happen to be close to this location are signalled to join the battle. It is no wonder that this technology is appealing to young people (and even those not so young).
I had previously heard of another example of an augmented reality App called Aurasma. With the help of some of my students, I have developed a library activity to promote reading during Children’s Bookweek. As the theme is “Australia: Story Country”, we are focussing on stories that live on in your heart. My seniors are now busily creating ‘storystops’ around the library using our iPads. During bookweek, students will use an iPad to scan the library for ‘storystops’ and then listen or watch student’s personal stories or book reviews. Hopefully, this activity, combined with peer recommendations, will encourage other students to read.
- Spacecraft 3D – was created by NASA. It uses printed mark-out pages and an iPad to produce 3D images of spacecraft that rotate and move. The App has links to information about Science and Space exploration and fits well with the Australian Science curriculum.
- IMAG-N-O-TRON – is a sound and visual storybook App. You do need to purchase a copy of The Fantastic Flying Books of Mr Morris Lessmore (for 99c). The pages of these books then come to life with animation and music. Great for promoting reading across a range of ages.
- Word Lens – translates printed words from one language into another by hovering the camera of a device over the writing. This would be an interesting way to teach Languages or use when travelling.
- Elements 4D – an interactive way of teaching Chemistry to students of various ages (primary, middle and high school level). Hover over an element cube to see a 3D image of it and its associated chemical information. Hold element cubes together to see if they can combine to make a compound or molecule, and what the resulting formula would be.
- SolAR System Discovery – delivers a 3D, interactive tour of the solar system, using graphics and data from NASA. This is also great for teaching the Space strand of Science!
- Quiver Color Mix – uses marked out pages and colour, to turn an image into a 3D object such as a robot or a bird. It could be used in Art to stimulate creativity or in English to visualise the character in a story.
- Anatomy 4D – allows viewers to take a virtual tour inside the human body, to learn about the body systems, heart and skeleton. This would be an engaging way to teach aspects of the Biology or Health curriculum.
- STAR (Supreme Tutoring Augmented Reality) – requires the user to scan an image which triggers 3D workshops, video lessons or websites that support learning. It covers a range of subject areas.
- AR Flashcards – create an animated animal for each letter of the alphabet and so provides an interactive way of teaching phonics in early primary. Add-on packs include Number activities for addition and shape flashcards.
- FETCH! Lunch Rush – is a game that uses printed cards and a storyline to send players on a digitally-enhanced, ‘lunch-order’ adventure. It links to the upper primary Mathematics curriculum.
References
Nesloney, T. (2013). Augmented reality brings new dimensions to learning. Retrieved from http://www.edutopia.org/blog/augmented-reality-new-dimensions-learning-drew-minock