Appearition Insights with Jaime Donally from ARVRinEDU

In this interview, Appearition team members Mark Hillebrand and Brittney Smith sit down on the couch for an e-coffee with Jamie Donally from ARVRinEDU, to chat about immersive technology in education and the future of learning.

Jaime Donally is a former maths teacher turned instructional technology specialist. Jaime is passionate about providing new immersive learning experiences to staff and students. She provides staff development and training on immersive technology as an EdTech consultant.

 

If you would like to hear more from Jaime Donally and her work in the education industry you can find Jaime at:

ARVRinEDU Twitter Youtube

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The Difference Between STEM & STEAM Education

Understanding the difference between STEM AND STEAM

The combination of the subjects Science, Technology, Engineering, and Maths are collectively referred to as the acronym STEM. On the other hand, STEAM is the acronym for the combination of Arts in addition to all subjects from STEM i.e. Science, Technology, Engineering, Arts, and Maths. 

Arts refers to subjects such as humanities, dance, language, drama, music, design, visual arts, and media studies. The primary contrast between STEM and STEAM, is that STEM solely centres on the subjects of science and the ideas of logic. While STEAM researches similar ideas, this technique does this through a practical approach to learning strategies utilised with the help of creative ways.

This generally appears as though students are working cooperatively to make an engaging concept or article that depends on the comprehension of a STEM idea. For example, the arithmetic of the parabola used to make compelling symbolism through artwork.

The idea of learning through the STEAM technique is not a new concept. Leonardo Da Vinci, convinced us about the significance of joining science and creativity to make new revelations. In a similar manner, Indigenous Australians have a long-standing convention of passing on various ideas and scientific knowledge in the form of songs and music. This is a classic example of the fact that science, combined with the creative arts, can result in wonders!

While both these methodologies follow a different approach, it is important for both students and educators to study and understand how each works.

Understanding the importance of STEM

Science and technology lead to the creation of new items and distinctive procedures that aid in a nation’s economy. The innovation with science education banks upon a robust data base in the realm of understanding the basics of STEM. Unmistakably, most occupations in the upcoming years will require an individual to possess an essential comprehension of maths and science. In spite of looking at these convincing realities, the average scores in mathematics and science among students are lingering behind others. Let us try to understand how STEM training can be extremely essential for the youth of any nation.

Innovation  and science is constantly venturing into each part of our lives on an everyday basis – making STEM a significant subject. Science lies in every field and occupation of our lives along with each action that we take in our day to day living. By introducing students to STEM while presenting them opportunities to analyse and investigate the knowledge and ideas related to STEM, they will propagate a new sense of enthusiasm for it.

Educational programs that are based on STEM have real circumstances to aid the students in the learning process. STEM offers a hands-on and minds-on experiences to the students. Making maths and science, fun and fascinating encourages students to enjoy education and explore a new kind of learning.

Understanding the importance of STEAM

STEAM training in schools offers individuals a chance to learn and create – utilising critical thinking and practical applications. These overall abilities are essential to growing a workforce that is prepared for the future that understands and owns the capability of tackling complex situations occurring in real life. This technique leads us to ’22nd-century skills’ – that are predicted to be around connection, care and culture.

There are a myriad of opportunities to provide hands-on learning coming up in schools and institutions around the world. These are better known as “maker spaces”. Each of these opportunities usually focuses on combining the skill of discovery, along with the learning process. They encourage the utilisation of science and tech assets, in order to achieve different phenomenal results, such as data art and gaming.

It’s fascinating to see such a significant number of STEAM ideas appearing in current mainstream society, motivating trust – especially among young women. Elements like Shuri’s character in the film Black Panther – the wise, imaginative and lively technologist – encourages individuals to move past the notions related to STEM embedded in history and embrace new ages of interdisciplinary pioneers.

Similar creative examination and assets completely understand the association between science, technology, engineering, arts, and mathematics, on the impact they have on one another. Educators who have adapted the STEAM learning technique usually observe the students discovering certain connections among various concepts. They also notice that the problem-solving skills of their students have enhanced visibly. Moreover, they strongly witness their students being actively engaged in the whole learning process, which is usually reflected with their expressions caught in experiencing varied moments of joy. 

If we adopt the learning technique of STEAM, we can challenge assumptions that all these territories of learning are independent and move ahead of the “I am acceptable at maths and science, so I am not imaginative” perspective. This will transform the way in which the world is perceived and generate a new thought process on being connective, multifaceted and comprehensive, along with an assorted variety of ideas, expressions, and thoughts. After all, that is exactly how things and situations work in real life.

Conclusion

Both STEM and STEAM are learning techniques that have been used by previous generations and will be embraced by generations to come. The most critical aspect of choosing between the two is understanding the needs and capabilities of an individual while making the right decision accordingly. Choosing the right approach will naturally lead towards a successful futuristic learning experience.

Find out how others are using our Immersive Learning solutions and access your free EducART trial here>> 
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Education Digital Transformation Trends

Education Digital Transformation Trends 

There is no doubt that digital technologies make our life easier. Up until now, digital technology has been dominating every aspect of our lives, except for education. Times are changing, and digital technology is advancing to change the education sector for all the right reasons. The traditional learning environment is now enhanced due to the digital transformation that’s available.

In the 21st century, digital transformation in education is a necessity and the need of the hour. The benefits of technology in the classroom is valued by all educators across all levels of education.

The current digital trends are making rounds in the education sector and making a name for themselves. Digital transformation in the educational sector is already leading teachers to make drastic changes in the way of planning lessons, the physical appearance of the classrooms, and assigning assessments, at a much faster rate than expected. Or one might say, it was unexpected for educators to adapt to digital transformation so quickly.

Augmented Reality / Virtual Reality / Mixed Reality  

Today, it is hard to expect our students to sit quietly in the classroom and pay attention. Gone are the good old days, when students used to sit quietly and follow instructions. Teaching is evolving and is beginning to focus on a more interactive way of learning. Classes are beginning to become more collaborative and interactive with the introduction of educational technology.

Examples of transformative technology include; Augmented Reality, Virtual Reality and Mixed Reality. These technologies enhance the students’ experience of receiving instructions from the teacher, which helps in creating immersive lessons that are a lot more fun and appealing for the students. 

The idea of Immersive technologies is to bring the outside world inside and take the inside world outside. Virtual Reality and Augmented Reality technologies have the capability and potential to do the same. There are educational apps that allow students to travel to Greece of ancient times, while others apps allow students to go ahead with sharing the respective virtual creations with the outer world. Immersive technologies as a learning tool increases technological literacy, visual literacy, and attention skills, potentially transforming every classroom and enhancing the learning experience for students.

Artificial Intelligence 

The use of Artificial Intelligence in ChatBots ensures that students answer all the questions related to the set homework, and can help in the case of urgency to understand the process of paperwork – such as financial aids and paying bills. Also, the use of Artificial Intelligence helps in easing the workload of the people, who otherwise have to go through the tedious process of explaining the same thing, individually to each student, whenever they have a query. 

These new technologies and opportunities are a fun and exciting way for students to learn. These advanced learning opportunities offer endless possibilities, in which otherwise would not be possible for the students to experience.

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Education: Then versus Now

Technology has evolved so much in the past few years that computers and have tablets have virtually replaced the traditional teaching aids.

Take a look at how it has changed in the past few years:

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Augmented and Virtual Reality Education – The future of classrooms

In our last series on AR-VR in Education, we touched on the basics of these technologies in education, how teachers’ roles can be shaped to make them better educators and how students can benefit from immersive technology.

Augmented and Virtual Reality are no longer in their stages of infancy. They are widely being used across multiple verticals.

A Lenovo research found that almost 50% of teachers estimate VR will be commonplace in schools in the next five years.

(Image Courtesy: thinkmobiles.com)

AR and VR in education boosts learning from a multi-fold perspective:

  1. increases student engagement
  2. increases knowledge retention
  3. facilitates holistic learning
  4. reduce classroom disruption
  5. encourages collaborative and individual learning
  6. enables teachers to better prepare lessons
  7. creates an immersive environment
  8. easily explain abstract content

AR-VR apps used at classrooms:

  • Wynn Middle School, USA has successfully tested the uses of AR for cross-curricular projects where students created AR posters to demonstrate physical activity using the ACES method (answer, cite, explain, summarize) for written responses. This student centric activity has made learning more engaging and fun say teachers.
  • Dubai British School, UAE has been using VR to facilitate virtual tours to aid students in learning. For instance, travel to Africa to explore the African desert is near to impossible to arrange. Or viewing the Mars orbit line in a Geography class. VR has been bridging this gap in imagination and enables students visualise them, thereby enabling comprehensive learning.
  • Magic Mirror pilot – A group of anatomy specialists tested an interactive and personalised AR system to facilitate learning in medical school. This system behaves as a “magic mirror” which allows personalized in‐situ visualization of anatomy on the user’s body. Furthermore, the app displays medical images, and 3D models of organs that the user can interact with. The results showed 91.7% approval for the capability of AR technology to display organs in 3D, and 86.1% approval for the educational value of the technology.
  • University of Rochester, USA simulated reactions in a chemical plant using an AR table-top developed in-house. They are using AR to create new types of STEM undergraduate labs that were not possible earlier. Students used coffee mugs and popsicle sticks to simulate reactions in real-life, sprawling chemical plant.
  • University of Nebraska Medical Center, USA They have been using head mounted AR glasses and large 3-D video displays to simulate realistic body parts for med school students. Sensing huge potential in this space, the university is building a state-of-the-art dedicated 3-D simulation centre which is expected to have the world’s first five-sided laser cave.

Studies suggest students can absorb a visual scene within 0.01 seconds! Moving towards a fully digital world, AR and VR act as the window to this visual sense. Students get a first experience and wholly understand a concept. This method of teaching promotes visual learning beyond just kinder-garden.

Immersive technologies are set to change to completely revamp future ways of learning and teaching by bringing the world inside the four-walls.

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Benefits of Immersive Technology in Education

[avatar user=”Prosper” size=”thumbnail” align=”left”]Prosper Cumps-Ruelle, Developer, Appearition[/avatar]

In the past few years, many new types of technologies have emerged to help us embrace new ways to learn, view content and interact with it. By consequences, existing technologies and techniques are getting reviewed for their efficiency, reliability and cost.

Some game changing innovations that can revolutionize learning and teaching are the three main immersive technologies: Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR).

When it comes to studies, VR and MR can make a difference in a student’s learning by providing it more engagement with the material, a more immersive interaction (and in turn, less distraction), advanced and more relevant testing as well as getting the students hands on simulations early on. Each aspect of those immersive technologies can add a major improvement on almost every milestone of a student’s journey.

Interactive theory

Theory modules could be improved using VR by granting the student a broader look of its study material, as well as ways to interact with it. In the case of medical studies, students learning the details about bone and joint structure would gain the ability to view a given 3D object of an articulation, move around, twist and deconstruct the joint to have a better understanding of how it truly works. It would also make the understanding of specific diseases on certain body parts easier to visualize by animating the body part deterioration, which wouldn’t be as easily done with either objects or videos. The biggest challenge with theory modules is that students struggle a lot keeping themselves engaged with constant intensive learning, which is where immersive technologies and gamification can come in to help.

Technology in practice

Practical modules could be improved with both VR and MR by letting the student manipulate objects either in virtual space using VR, either in real space while being given additional information using MR. For engineering students, a MR workflow would let the student interact with objects with either virtual labels tracking real objects being manipulated. Furthermore, extra tutorial information for an experiment, such as the current step, the rules, safety precautions, will be available. For some potentially risky practical experiments, VR could help out by providing the student a realistic environment without risks, allowing the student to learn by trying without the fear of failing.

Creative Reality

Creative students could also benefit a lot from those technologies on both theory and practical sides. When it comes to creative fields, such as design and art, communication could be greatly improved by having hands on easy-to-use immersive devices. In design, prototyping is one of the most constraining bit because of the need to provide accurate information within a limited time. Certain fields of design, such as game design and 3D modeling/animation often requires the students to either go through a lot of writing or a lot of work to express a simple idea; while tools such as Tilt Brush (by Google) could provide a quick visual (perhaps animated) understanding of the idea.

A holistic learning environment

Immersive technologies could help testing students’ knowledge more properly than paper tests or most assessing methods currently used. When applied properly, VR/MR can create an environment suited for series of testing specific to the material: In the field of medicine, it can simulate an accurate stressful situation where a patient is going through an emergency while its family is screaming in the corridor, an electric engineering student can experience diagnosing an electric installation on a rough and windy day, architecture students could experiment structure design against various natural catastrophes or crowd simulations, design students could spend less time accurately brainstorming a prototype before getting started with the production, etc.

Using the growing Immersive Technologies, there’s a possible improvement in every field of study, in various aspects, allowing students to have a more engaging, smoother and fun learning.

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Shaping the role of educators with technology

 

Digital transformation will impact job roles in future. Hence, it is important to shape the role of an educator. Market leaders predict that Augmented Reality and Virtual Reality (AR/VR) will change the basics of how teachers teach.

E-Learning

Immersive technology will enter e-learning and classroom learning in near future, making teachers mentors first, says Michio Kaku, Physicist and Author. A recent Technavio study predicts that online higher education market in the US is set to grow at a compound annual growth (CAGR) rate of 20% until 2021.

If teachers start using technology as a medium of instruction whilst teaching, it will enable students to learn the ropes of this at an early stage.

Some ways in which teachers can use AR/VR technology in classrooms:

  1. Smart class: Moving away from traditional projectors or picture projects, teachers can use AR to overlay an animal or forest picture for a social science class or produce a square or hexagonal shape for geometry.
  2. Presentation skills: Adding fun to Powerpoint, teachers can promote the use of AR/VR and prompt students to learn further by pointing at an object.
  3. Beyond classrooms: AR/VR can be used anywhere with just a small, handheld device. This can enable teachers to make field trips and lab visits even more interesting with prompters and overlays.

The Technavio report further says AR in education market will grow steadily at a CAGR of more than 82% by 2021. Educationists say, students are increasingly interested in learning things that are aided with an augmented overlay or e-vision. In such an environment, the students are completely engrossed in the space around them. These enhance students’ cognitive and interactive skills.

Based on an article published in Edtech and EdSurge.

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AR/VR Magic in Education

AR/VR’s immense potential in the field of Education is picking up with several colleges inculcating it in their activities. A snapshot of how technology has added value to what they do:

Iowa State University

How does a player train at a centre on par to the field experience without having to visit one? That is where VR came-in handy for the students and faculty at the Iowa State University.

Virtual Reality Applications Centre

The University’s football coaches collaborated with the Virtual Reality Applications Center to recreate a live match effect just like at Jack Trice stadium to help players train.

The virtual action takes place in the C6, an immersive VR environment in the VRAC. The players wear a VR headset and practice in a live stadium setup with virtual opponents. This enabled students to place themselves in the centre of action.

Savannah College of Arts and Design (SCAD)

We might just be few steps away from an actual teleporting facility. In the virtual world, one can place themselves on the other side of globe at the touch of a button.

VR Recruiting Toolkit

People at SCAD have done just that, sending out Google Cardboards to 30,000 of their recruits last year, enabling them to view their campuses across the globe. The excitement of the students to view their home for next few years and the parental concern of where their ward will be resolved at the touch of a button.

Utilizing the other fruits of VR, the university took to AR to provide enhanced course catalog with AR videos and animations that aided course study for several students.

Texas A&M University – Virtual Campus Tours

VR campus tours have become tech fad at most universities. Texas A&M University unveiled immersive 360-degree VR tours at SXSW in March, showing how VR aides as a recruitment tool. The VR tours also relieve the management and students of having to work a mutually agreed date and time of tour as it enables tours from anywhere, anytime the student wants. Furthermore, the virtual tours provide a much-detailed over view of all the aspects in a campus as opposed traditional walk-in basic over-view.

Embrace excellence in the field of Education, setup your own AR/VR facility at just one click.

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Based on an article that was first published in Edtechmagazine.com

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Intern Blog: How Augmented Reality can bring Hogwarts to Life

Written by: Navya

The cold yet damp air wrapped around him like a heavy coat of chain mail as he transcended down the ageing hallways. The paintings, lining the walls, alive, uttering unintelligible words. Yet amongst the sea of voices, two words became prominent, echoing throughout the empty castle: “Harry…Harry Potter”. The stone-cold walls – unscathed by the warmth radiating from the flaming torches, created an illusion of twilight despite the heat and brilliance of the Summer time.

Eagerly waiting on your 11th birthday for Hagrid to arrive with your Hogwarts acceptance letter was, I dare say, every child’s dream. At least it was mine for sure. Hogwarts School of Witchcraft and Wizardry – from the talking paintings to the Transfiguration classes, life was full of promise. This is an ideal that never failed to amaze us Potterheads. Yet, as we grew older, we accepted the fact that it was impossible.

Hogwarts was merely a phantom of our imaginations that we were forced to leave behind. However now, through the use of Augmented Reality (AR), the magic we believed was lost can be retrieved – and it’s much easier than you think.

How can augmented reality be used in modern schooling?

From multi-touch to gaming technologies which are utilised in modern schooling, we are, undoubtedly harnessing the ‘Classroom of the Future’ for generations to come. An aspect which is vital in social and intellectual ferment within a school environment is the interaction and collaboration between peers and educators alike. Ultimately, collaborative AR allows for teamwork when comprehending the superimposed virtual data. This helps to promote a greater transfer of knowledge amongst students of all ages. For instance, undertaking difficult procedures or to tackle any problems is addressed through AR demonstrations in lecture or seminar halls. Alternatively,  classrooms can establish an effective means of passing of knowledge amongst people.

academic-medical-augment-dentistry

Amazing, right?

Better yet, it caters to specific learning types of students. Students can physically see or hear the digital material, formulating a better understanding of the data. Moreover, it affords students the opportunity to instinctively manipulate and alter the ‘virtual information’. This ensures a stronger understanding of their subject content (as augmented technology can be repeated).

The very basis of AR is to integrate the concepts of a physical environment (such as a classroom) with various virtual setups to establish tangible interfaces. A medium to transfer information to students in an interactive manner. Talking paintings no longer seem like a distant cry, do they?


wonderbook

Okay, okay – so this may not be Hogwarts as we exactly remember it. However we must consider the limitless possibilities AR developed by Appearition has to offer. The world is forever changing, and it is time we stop falling behind the times. Hey, you never know – you just might find a little bit of magic along the way.

 

Image source: (1) (2) (3)

 

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