Augmented Reality in Education
by Shane Santiago
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Interactive and web-based tools are nothing new when it comes to facilitating higher learning. But as the digital landscape evolves, spawning new trends and technologies, how does that affect ...
Interactive and web-based tools are nothing new when it comes to facilitating higher learning. But as the digital landscape evolves, spawning new trends and technologies, how does that affect engagement within the education sector? Augmented Reality, a technique that overlays content ("augments") onto a real-world physical environment, using tools already available to most students (webcams, microphones and mobile devices) creates a truly interactive experience for the user. Popular examples of augmented reality allows users to virtually try on clothes, play games, find just the right size box to use to mail or scan their location for the nearest pizza joint. By taking this cue from some of the worlds biggest marketers in engaging customers, the same approach can be used to engage students. Experiential and active learning, evolved from the passive experience, can allow students to quite literally reach out and engage with content — thus involving them in a much more visceral level. The more engaged the students become, the more opportunities for them to learn.
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