by Drew Minoch
"Augmented reality is defined as “a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer generated sensory input such as sound, video, graphics, or GPS data.” (Wikipedia) We have discovered that augmented reality is much more than the definition describes – it is the future of educational technology."
"It all started on March 21st at the MACUL Conference in Detroit when the great Leslie Fisher showed the $20 bill trick using an app called Aurasma. That was the moment that would change everything. I instantly saw the power and limitless possibilities of Augmented Reality (AR) in education.
"Augmented reality allows us to put objects in the hands of our students that would have previously been impossible. Imagine a student who is learning about the solar system for the first time. In a traditional setting, the student might have had a few pictures in a textbook and may have created a project based on images and information from those static sources. Augmented reality allows students to harness the power of creating their very own solar system right there in front of them on their desk. The use of augmented reality has proven to increase engagement and keeps students on task for longer periods of time."