“Kids these days.” How often have you heard that disparaging assessment of today’s generation of children – a tech-savvy but tech-dependent generation that lives and breathes video games, smartphones and brightly lit screens? It’s almost a cliché to talk about the purported negative impact that certain gadgets have on young minds, but when one thinks of the stereotypes, it’s understandable – a generation of distracted couch potatoes lies at the bottom of the slippery slope.
In the age of augmented reality (AR), however, that’s all set to change. With a unique double edge/ Equipped with a double edged sword, AR has the potential to chip away at the negatives associated with technology dependence while highlighting the educational benefits that come with being tech savvy.
One common complaint about the younger generation has been around since the early days of video games. It’s the claim that children who play video games are lazy, inattentive and never leave the house. In 2016, one game dealt with all three gripes: Pokémon Go. While millennials enjoyed the rush of nostalgia, it was the younger players of the game who were introduced to an older way of growing up – getting together with a group of friends and going out to explore the world. Putting creativity and imagination to good use, they hone their problem-solving skills and learn how to think outside the box. While Pokémon Go has its limitations, it showcases what AR is capable of and will undoubtedly influence the AR games to come.
In India, an AR game is being used to help students de-stress during their breaks. The Youva Smartbook by Navneet Education is a product that features six notebooks, each with a different race car on its cover. Using an offline app to scan the front cover, students can play a variety of racing games on their smartphones. Can you imagine the future of classrooms where students are able to engage in fun activities, whilst learning on the go? This hands on environment would inspire more students to learn, grow and keep doing their best without even realising it.
Beyond games, a number of AR apps are emerging as powerful teaching aids (x). GeoGuesser uses Google Maps to teach geography, Elements 4D is a tool for learning about elements and chemical reactions, and Quiver brings doodles to life to boost creative writing. And AR isn’t just for primary education – Eastern Michigan University (x) recently introduced an AR sandbox to teach earth science using a literal sandbox, a digital projector and a Microsoft Kinect camera.
Regardless of the subject being taught, the possibilities of AR are endless. We live in an age where we can engage students to be more interested in different sectors of life, and learn more on the go by participating inside and outside of the classroom. These unique experiences are more practical than the standard ink to whiteboard and pen to paper worksheets students are currently facing. By being more practical, students are able to apply classroom skills to their everyday lives.
Bringing AR to the classroom on a larger scale is not without its challenges, as several American colleges have begun to realise. At Appearition, our goal is simple – tailored solutions that maximise ROI and deliver sustainable stakeholder value for you. We employ a partnership model driven by principles in change management to ensure the complex mesh created by our solutions makes sense for you, our clients. Contact us to find out more about how we can develop ideas and create fun and engaging educational environments for your students, where they have a hunger to learn, to grow and to deliver impact in their future.
Let’s drive innovation and make education fun again.
Image source: Wikipedia, Goliath, Tech 2