Technology Feature
Augmented Reality: pushing educational boundaries ‘Augmented Reality’ (AR) has the ability to revolutionise the education experience for students and teachers alike. Here Darren Pepper and Graham Thorpe provide an insight into the world of AR and how it can enable students to push the learning boundaries. Imagine holding a beating heart on a piece of card in your hand that you can rotate and dissect as you explain circulation in front of your class. Or students on a field trip looking at a coastal landscape and having each of the geographic and geological features being highlighted over the view. Augmented Reality (AR) has existed for some time, but has never really gained a major foothold within the education sector due to being considered too complex, too expensive or having so little content that its application was merely a curiosity. The increased use of AR technologies in the entertainment and consumer sector means that it needs to be seriously re-evaluated as a
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potentially exciting tool for education. AR means pupils and teachers being able to take opportunities from the Virtual Reality (VR) world and combine them with the real world to provide a new, powerful paradigm that stands in its own right. Virtual Reality versus Augmented Reality Students exposed to the internet, social networking sites and gaming technologies routinely experience the whole of Milgram’s virtuality continuum as illustrated below. This is the concept of a continuous scale ranging between reality and virtual reality. In the education space, however, most experiences are at the two ends of the continuum, reality or computer based simulation.
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