Wednesday 18 November 2015

Session 3: What is augumented reality....

The new reality?
The rate of change is increasing. 
Disruption - the more overdue change is - the more sudden it appears & catches you offguard.
Two options - 
  • Expensive but use my product or none....
  • A new product crosses over into a different market, at a lower cost
What is now possible that never was....
  • bendable bateries, wearable technology
  • ubiquitous computing - computers disappear and become part of life, clothes, watches, walls, smart buildings, quantum dot solar panel windows
The class of 2025 - kids entering school this year.  (Friedman - The World is Flat)
  • Population increasess by 1 billion people from 6, 534 to 7, 518
  • Shrinking working population - too may old people
  • 200,000,000 25 - 34 year olds with degrees - same qualifications
  • The old model of trade has gone - University degree @ Canterbury for thousands of dollars or go online e.g. MIT then get your learning examined at a different centre. Free qualification & learning from home!
  • Indian graduates have the same qualification and willing to work at 1/4 the price - Global Village!
Digital Divide - 1st world countries have cheap devices and Internet access. Develping countries not so much access - this is changing. Wifi solutions for countries - Internet balloons etc. The wold world will eb Wifi enabled very soon. 

If you have a device and the Internet - can you educate yourself? Hole in the wall project.
Heutagogy - approach of kids can teach themselves. Self education is now becoming a reality.


If we can learn ourselves - what's the role of Key Competencies? 
1. Literacy, numeracy, science ICT social and financial literacy.
2. Character traits... grit...
In 20 years time - with mathematics became a recreational activity? Will coding be more important?

Opportunities and risks for our students:
  • must be open to new learning and change - slow adopter or use the tools available today and the new ones as they arise
  • World of Apps - constantly changing and throw away when no longer needed
  • positive mindset
How do we accommodate this world in the way we teach?
  • Multiple jobs, pick up new specific skills and discard them daily
  • How can augmented reality support this learning?


Augmented Reality - a digital overlay over the real world - e.g. details about the stars n the sky.
Virtual Reality - virtual word with some real life aspects overlayed.
Class Notes:  
There are many approaches that can be used to bring learning to life through augmented reality 
  • A Student Photo Wall: Set up a display of student photos in the classroom linked to a personal student videos about the individual student that can be shared with parents and visitors.
  • Book Reviews: Have students record a video of themselves giving an review of a book. The trigger image to launch the video review could be the book cover, a picture of the student or an image they have drawn. Afterward, other students/teachers can scan the cover of the book and instantly access the review.
  • Parent or Inspiring Role message: Source a recording from an inspirational speaker or record a message from a parent/friend of the student that provides words of encouragement to the student. Attach a trigger image to student desks or cover of their books.
  • Year books/School magazines: Add an AR to printed school publications and include video profiles from sports events, school plays or award ceremonies as a rich memory of school activities.
  • Word Definition Walls: Students can record themselves providing the definitions to different vocabulary words on a word wall.
  • Lab Safety/Safety Messages: Put trigger images linked to safety videos around a science laboratory/workshop so that when students scan them, they can learn the different safety procedures and protocols within the learning environment.
Building a Community Garden - an innovation or not?
Innovation requires putting students’ ideas or solutions into practice in the real world. For example, it IS innovation if students design and build a community garden on the grounds of their school; just designing the garden is NOT innovation.
In cases where students do not have the authority to implement their own ideas, it is innovation ONLY if students convey their ideas to people outside the classroom context who can implement them. For example, it IS innovation if students present their ideas for building a community garden in a public park in their town to a local environmental group or to local officials, but NOT if students design a community garden for that public park and only share their plans with their teacher and classmates.
Innovation also benefits people other than the student; it has value beyond meeting the requirements of a classroom exercise. The townspeople who tend the new garden in the public park and the teenagers who attend the rewritten Shakespeare play benefit from students’ efforts, for example.
It also counts as innovation if students create a project for a science fair or submit an original poem to a regional poetry contest, for example, because the fair and contest are not educator-controlled and have real audiences who are interested in and may benefit from the students’ work.
We argue that viewing AR as a concept rather than a technology is more productive. We identify features and affordances of AR systems and applications.
The instructional approaches adopted by an AR system are discussed.While AR offers new learning opportunities, it also creates new challenges.
We provide solutions for challenges and suggest directions for future research.
Augmented Reality in Education by Dr Mark Billinghurst
http://www.solomonalexis.com/downloads/ar_edu.pdf
Ingress, Google cardboard, Zombie Run, Anatomy 4D.

How can we use VR in schools?
  • Art work - explanation from the artist
  • 2D technical drawing not detailed enough - make a 3D version or model that can be a walked through e.g. architect modelling a house
  • School - focus on construction of atoms, famous buildings, battles (Minecraft), life cycle of a frog, flight simulator  - using the expertise of the students to unpack the learning, using real sources and manipluating them. 

The making of Gallipoli in Minecraft®


Try Simcity or Civilization!

What are the barriers to using technology in class?


What models are there for this in the classroom?
  • We need to embed this process into the strategic plan

  • Artists - free souls
  • Adaptive competence - knowledge workers to innovate for our employers (Teachers s there is a definate end expectaion.)
  • Delivered competence - workers are the owners, 

SAMR Model:



Do we just use ICT to reproduce drill and skill worksheets? How can we use ICT to totally throw the task on its head and integrate collaboration? The new experience could not happen without the technology e.g. live through a volcanic erruption or walk to the South Pole, ask real explorers questions as they are walking to the Pole.

TPACK Model:
When we are teaching there are different aspects involved. Where do knowledge, pedagogy and knowledge of technology overlap? How can we balance our knowledge in all areas e.g. history - history channel videos - used in an effective pedagogical way.





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