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The aim of the 'where reality and virtual meet' collection

The aim of the 'where reality and virtual meet' collection | Where reality and virtual meet | Scoop.it
Kelly Frintzilas's insight:

 

I am a pre-service teacher and have created this curated collection to assist eductors in implementing Augmented Reality applications within the classroom.  This collection aims to provide primary educators with resources that align to the Year 5 and 6 technology content descriptor within the Australian Curriculum (Australian Curriculum, Assessment and Reporting Authority [ACARA], 2014).  Authored by a pre-service teacher, who is admittedly a novice technology user, the collection has an intention of assisting likeminded novices to implement the digital technologies strand and the digital systems key concept across multiple  learning areas.  Using the elaboration as a guide, these resources pertain to Augmented Reality (AR) and endeavour to provide students with a contemporary understanding of the various ways digital systems can support communication and collaboration.  The specific content descriptor and elaboration this collection addresses follows:

 

Content descriptor:

 

"Investigate the main components of common digital systems, their basic functions and interactions, and how such digital systems may connect together to form networks to transmit data (ACTDIK014)" (ACARA, 2014, p.80)

 

Elaboration:

 

"Investigating how emerging digital systems work, for example using an augmented reality app (or blended reality app) and considering how images of real-world objects can be blended with computer generated information to produce a virtual reality" (ACARA, 2014, p.80)

 

References

 

Australian Curriculum Assessment and Reporting Authority (ACARA). (2014). The Australian Curriculum Technologies. Retrieved March 11, 2014, from http://www.australiancurriculum.edu.au/Australian%20Curriculum.pdf?type=0&a=T&l=F&l=1&l=2&l=3&l=4&l=5&l=6&l=7&l=8&l=9&l=10&l=10A&s=DE&s=DI&b=F-2&b=1-2&b=3-4&b=5-6&b=7-8&b=9-10&e=0&e=1&e=2&e=3&e=4&e=5&e=6&e=8&e=9&e=10&x=0&x=1

 

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Chantell Saddler.'s curator insight, March 13, 3:12 AM

This 'Creative Collection' is a curated collection that aims to provide primary educators with resources that align to the Foundation to Year Two technology content descriptor within the Australian Curriculum (Australian Curriculum, Assessment and Reporting Authority [ACARA], 2014).  Authored by a pre-service teacher, the collection has the intentions of assisting educators to implement the digital technologies strands detailed below. The 'Creative Collection' aims to provide creative digital systems, sources, resources, web 2.0 tools and more to support collecting, sorting, exploring and presenting data. The curation does this through communication and collaboration.  The specific content descriptor and elaboration this collection addresses are as follows:

 

Content descriptor:

 

''Collect, explore and sort data, and use digital
systems to present the data creatively
(ACTDIP003)'' (ACARA, 2014, p.71)

 

 

Elaboration:

 

"collecting, and sorting data through play, for example collecting data about favourite toys and sorting them into categories such as toys they like or dislike" (ACARA, 2014, p.71)

 

''locating and purposefully using visual or text data, for example searching through a digital photo library to select an image, taking into account cultural considerations such as awareness of appropriate use of images and audio recordings of deceased persons'' (ACARA, 2014, p.71)

 

References

 

Australian Curriculum Assessment and Reporting Authority (ACARA). (2014). The Australian Curriculum Technologies. Retrieved March 10, 2014, from http://www.australiancurriculum.edu.au/Australian%20Curriculum.pdf?type=0&a=T&l=F&l=1&l=2&l=3&l=4&l=5&l=6&l=7&l=8&l=9&l=10&l=10A&s=DE&s=DI&b=F-2&b=1-2&b=3-4&b=5-6&b=7-8&b=9-10&e=0&e=1&e=2&e=3&e=4&e=5&e=6&e=8&e=9&e=10&x=0&x=1

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Educational Augmented Experiments

Kelly Frintzilas's insight:

 

Regarded as a leader in Augmented Reality in education, Paul Hamilton has compiled a feed of blog posts that pertain to implementing Augmented Reality applications in schools.  Hamilton’s post, titled ‘Educational Augmented Experiments’ outlines five different Augmented Reality experiments.  These experiments contain a variety of applications such as Aurasma, Explain Everything, Tellagami, Hopskotch and iMovie.  Within each experiment, Hamilton provides a You Tube clip to demonstrate the application of each lesson idea.  This resource is valuable and assists educators to understand how digital systems are used to blend real life objects with computer-generated information.  In addition, PDF worksheets accompany each experiment, proving a valuable resource for educators.  Furthermore, Hamilton has compiled a useful blog post, which outlines how he integrated Augmented Reality and coding for a Year 5 cohort.  This resource is particularly useful and applies to the Year 5/6 technologies content description:

 

"Investigate the main components of common digital systems, their basic functions and interactions, and how such digital systems may connect together to form networks to transmit data" (ACARA, 2014, p.80)

 

References

 

Australian Curriculum Assessment and Reporting Authority (ACARA). (2014). The Australian Curriculum Technologies. Retrieved April 18, 2014, from http://www.australiancurriculum.edu.au/Australian%20Curriculum.pdf?type=0&a=T&l=F&l=1&l=2&l=3&l=4&l=5&l=6&l=7&l=8&l=9&l=10&l=10A&s=DE&s=DI&b=F-2&b=1-2&b=3-4&b=5-6&b=7-8&b=9-10&e=0&e=1&e=2&e=3&e=4&e=5&e=6&e=8&e=9&e=10&x=0&x=1

 

Hamilton, P. (2013, September 14). Educational augmented reality experiments [Web log post]. Retrieved April 30, 2014, from http://augmentedrealityeducation.blogspot.com.au/2013/09/educational-augmented-reality.html

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LearnAR - eLearning with Augmented Reality - YouTube

For more info visit http://jamesalliban.wordpress.com/2010/03/15/learnar-elearning-with-augmented-reality LearnAR is a new learning tool that brings investig...
Kelly Frintzilas's insight:

 

James Alliban is a technology enthusiast and co-founder of Arcade, a company that values exposing emerging technologies that result from blending digital and physical worlds.  The author’s passion for using mobile devices to engage and connect virtual and physical spaces is evident within his Wordpress blog.  Alliban presents a You Tube clip featuring ten curriculum resources for teachers to explore, across Mathematics, English, Science, RE, Physical Education and Language subject areas.  An example of each subject area is offered and includes the modeling of how to use the device and Augmented Reality application, to blend to real life objects, with digital content to use them as teaching tools.  While the resource provides educators with examples of Augmented Reality applications across subject learning areas, it does not contain audio, which may have been used to identify the digital systems utilised within each example, to extend educators understandings and align more so with the Year 5/6 technologies curriculum (ACARA, 2014).

 

References

  

Alliban, J. (2010, March 16). Learn AR- e Learning with augmented reality [Video file] Video posted to https://www.youtube.com/watch?v=7G3H3ImCWlE

 

Australian Curriculum Assessment and Reporting Authority (ACARA). (2014). The Australian Curriculum Technologies. Retrieved April 18, 2014, from http://www.australiancurriculum.edu.au/Australian%20Curriculum.pdf?type=0&a=T&l=F&l=1&l=2&l=3&l=4&l=5&l=6&l=7&l=8&l=9&l=10&l=10A&s=DE&s=DI&b=F-2&b=1-2&b=3-4&b=5-6&b=7-8&b=9-10&e=0&e=1&e=2&e=3&e=4&e=5&e=6&e=8&e=9&e=10&x=0&x=1

 

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Colar Mix

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Kelly Frintzilas's insight:

 

Authoring a ‘top 50 educational blog’ and keynoting more than 30 technology conferences world wide, Vicki Davis’ credentials are vast.  Appealing to educators with a keen interest in Augmented Reality, Davis’ blog post details an outline of Colar Mix and lesson ideas for its implementation.  Davis suggests that Colar Mix can be used to educate students on how enhancements can be made to real-life objects using the app.  This aligns to the Year 5/6 elaboration, which details the use of Augmented Reality apps to blend real-life objects with digital content (ACARA, 2014).  Davis refers to Joli Barker’s blog, which contains a step-by-step outline of how Colar Mix was used effectively within a classroom setting.  Educators are provided with a suggested sequence for implementing Colar Mix in the classroom, including a free link to Colar Mix pages, Pinterest resources and teaching tips.  The teaching tips are detailed and pertain to achieving optimal results, using the device and colours appropriately. 

 

 

References

 

Australian Curriculum Assessment and Reporting Authority (ACARA). (2014). The Australian Curriculum Technologies. Retrieved April 18, 2014, from http://www.australiancurriculum.edu.au/Australian%20Curriculum.pdf?type=0&a=T&l=F&l=1&l=2&l=3&l=4&l=5&l=6&l=7&l=8&l=9&l=10&l=10A&s=DE&s=DI&b=F-2&b=1-2&b=3-4&b=5-6&b=7-8&b=9-10&e=0&e=1&e=2&e=3&e=4&e=5&e=6&e=8&e=9&e=10&x=0&x=1

 

Davis, V. (2013, December 16). Colar mix: App of the week that teaches augmented reality [Web log post]. Retrieved April 20, 2014, from http://www.coolcatteacher.com/colar-mix/

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Katherine Reed's comment, May 1, 3:13 AM
Wow Kelly this is fantastic! What a great application of AR. I'm going to download this to my classroom iPad now! Thanks for sharing.
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Image recognition that triggers augmented reality

Image recognition that triggers augmented reality | Where reality and virtual meet | Scoop.it
Matt Mills and Tamara Roukaerts demonstrate Aurasma, a new augmented reality tool that can seamlessly animate the world as seen through a smartphone. Going beyond previous augmented reality, their "auras" can do everything from making a painting talk to overlaying live news onto a printed newspaper.
Kelly Frintzilas's insight:

 

In this TED talk, Aurasma employees, Matt Mills (Head of Innovation) and Tamara Roukaerts (Head of Marketing), both outline the educational benefits of using Aurasma.  Both experienced in their fields and in the use of Aurasma, Mills and Roukaerts, show everyday examples using Aurasma.  They highlight how Augmented Reality advancements are used across different contexts, such as in museums, arts and journalism.  

 

Mills outlines how physical content is overlayed and linked to digital content, allowing the display of information and data, in ways that were not previously possible.  The emphasis on using Augmented Reality (Aurasma) to blend real life images with computer generated content, aligns to the Australian Technologies Curriculum Year 5/6 Elaboration (ACARA, 2014).  Aurasma encourages exploration of digital systems using Augmented Reality.  He uses the Aurasma application to show how a mobile device can be pointed at a router device to provide the user with audio instructions, instead of having to search the internet.  

 

From an educational perspective, Mills shows a video of a United Kingdom classroom and highlights how educators have tagged textbooks, to link real-life objects with digital content.  Mills and Roukaerts model the use of Aurasma, by filming a studio wave, and tagging the video onto Mills' badge.  He models the outcome when the device is pointed at the badge and recognised by Aurasma.  These examples show educators how Aurasma can be effectively utilised in a classroom context to improve educational outcomes.

 

References

 

Australian Curriculum Assessment and Reporting Authority (ACARA). (2014). The Australian Curriculum Technologies. Retrieved April 22, 2014, from http://www.australiancurriculum.edu.au/Australian%20Curriculum.pdf?type=0&a=T&l=F&l=1&l=2&l=3&l=4&l=5&l=6&l=7&l=8&l=9&l=10&l=10A&s=DE&s=DI&b=F-2&b=1-2&b=3-4&b=5-6&b=7-8&b=9-10&e=0&e=1&e=2&e=3&e=4&e=5&e=6&e=8&e=9&e=10&x=0&x=1

 

Mills, M., & Roukaerts, T. (2012). Matt Mills:  Image recognition that triggers augmented reality [Video podcast]. Retrieved April 22, 2014, from https://www.ted.com/talks/matt_mills_image_recognition_that_triggers_augmented_reality#t-6191

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Augmented Reality and Education: Learning connected to life - Reloaded

Conference at SIMO Education 2013 - Madrid (Spain)
Kelly Frintzilas's insight:

 

This slideshow authored by technology Professor Raul Reinoso and presented at the SIMO Education 2013 Conference in Spain, shares a rather lengthy 245 slides in relation to AR and education.  While the presentation contains an abundance of slides, the text on each slide is minimal, consise and eye catching.  The author cleverly begins by making a contrast to prior technologies and introduces educators to a simplied defintion of AR.  Raul, emphasises the changing arena of education, in terms of accessing information, interacting with the environment and learning which aligns more broadly with the  aims of the Australian Technology Curiculum, which highlights the importance of interacting with emerging technologies (ACARA, 2014).  This presentation is a valid beginning resource for educators wanting to implement AR, with the author outlining pertinent digital systems, in terms of hardware, software and triggers.  In addition, the slidshow provides pictorial representations of how real world images are computer generated (hardware) using AR apps (software) to form networks, which aligns with the Year 5/6 content descriptor:

 

"Investigate the main components of common digital systems, their basic functions, and interactions, and how such digital systems may connect together to form networks to transmit data (ACTDIK014). (ACARA, 2014, p.80).

 

The pictorial representations of both AR hardware and software (digital systems) are equally as valuable to students as they are educators.  Educators could use such representations to allow students to investigate and understand the main components of digital systems and how they interact to ensure alignment to the technology curriculum (ACARA, 2014).

 

 

References

 

Australian Curriculum Assessment and Reporting Authority (ACARA). (2014). The Australian Curriculum Technologies. Retrieved March 11, 2014, from http://www.australiancurriculum.edu.au/Australian%20Curriculum.pdf?type=0&a=T&l=F&l=1&l=2&l=3&l=4&l=5&l=6&l=7&l=8&l=9&l=10&l=10A&s=DE&s=DI&b=F-2&b=1-2&b=3-4&b=5-6&b=7-8&b=9-10&e=0&e=1&e=2&e=3&e=4&e=5&e=6&e=8&e=9&e=10&x=0&x=1

 

Reinoso, R. (2013). Augmented Reality and Education [Presentation slides]. Retrieved from http://www.slideshare.net/tecnotic/augmented-reality-and-education-learning-connected-to-life 

 

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Natalie Todd's comment, April 23, 4:53 AM
Wow yes this lengthy in slides but it was not an overload of information - if anything it was presented in a way that was aesthetically pleasing and the author has kept it simple. I have had exposure to this previously in a conference I went to when they presented various ways to incorporate ICTs within the classrooms and the app Thinglink in order to present to the class what a certain animal ate/noise it made/body covering etc. It was simply amazing to see Year 1's so engaged in a lesson and what they produced was above standards
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Two Guys and Some iPads: Integration of AR

Two Guys and Some iPads: Integration of AR | Where reality and virtual meet | Scoop.it
augmented reality, AR, aurasma, aurasma studio, QR codes, interactive, elementary ed, apps, tutorials, auras, two guys and some iPads, meaningful integration, explain everything, DHH, visible thinking, Voki, ColAR, Camtasia, erin klein, hole in time, CUE, cuerockstar, augmented reality word wall
Kelly Frintzilas's insight:

 

This blog ('two guys and some ipads'), courtesy of experts Brad Waid and Drew Minock, provides a section on integrating AR into the classroom.  The authors passion for learning, teaching and leading using AR technology is reinforced by various technology educators who recommended their insights, via Twitter.  Co-author Brad Waid's credentials are reinforced by his most recent listing in the top "20 to Watch Education Technology Leaders" (National School Boards Association, 2014). 

 

Pertaining to various subject areas such as English, Mathematics and Art, the blog entry provides readers with AR apps and generalised suggestions for ways to implement AR meaningfully in the classroom.  The inclusion of links and photographs are used to scaffold educators to integrate AR in their own classrooms.  In addition to subject specific areas, educators are provided with ways to include AR in planning, staff meetings and parent teaching conferences.  The authors inclusion of ways to integrate AR for student specific purposes and teaching and learning purposes, may be accredited to the authors credentials as technology educators.  When attempting to implement the AR app's mentioned within this blog, educators should allows students to investigate how the digital systems (hardware and software) of the AR app combine with real world objects to produce a desired outcome.  This is advisable to ensure students gather an understanding of the enhancement, replication and overlay capabilities of AR systems and to more broadly align with the definitions of both digital systems and augmented reality offered by ACARA (ACARA, 2014).

 

References

 

Australian Curriculum Assessment and Reporting Authority (ACARA). (2014). The Australian Curriculum Technologies. Retrieved March 11, 2014, from http://www.australiancurriculum.edu.au/Australian%20Curriculum.pdf?type=0&a=T&l=F&l=1&l=2&l=3&l=4&l=5&l=6&l=7&l=8&l=9&l=10&l=10A&s=DE&s=DI&b=F-2&b=1-2&b=3-4&b=5-6&b=7-8&b=9-10&e=0&e=1&e=2&e=3&e=4&e=5&e=6&e=8&e=9&e=10&x=0&x=1

 

National School Boards Association. (2014). NSBA names "20 to watch' education technology leaders. Retrieved March 11, 2014, from http://www.nsba.org/Newsroom/Press-Releases/2014/NSBA-Names-20-to-Watch-Education-Technology-Leaders.html

 

Waid, B., & Minnock, D. (2013). Integration of AR [Web log post]. Retrieved from http://www.twoguysandsomeipads.com/p/meaningful-integration.html

 

 

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Michelle Poulter's comment, April 26, 11:34 PM
I agree with Corrine. I love some of the ideas that these people have used to integrated AR to their teaching and learning. The children will love them. Great find Kelly.
khinde's comment, April 29, 6:38 AM
This is great Kelly. I think it is very important that integration of technologies is beneficial to students learning but also is incorporated via the learning in engaging ways.
Melissa Bufalino's comment, April 30, 7:24 AM
Thanks Kelly Frintzilas.. this was really interesting to read..
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Teachers' Guide to Augmented reality ~ Educational Technology and Mobile Learning

Teachers' Guide to Augmented reality ~ Educational Technology and Mobile Learning | Where reality and virtual meet | Scoop.it
Kelly Frintzilas's insight:

Med Kharbach, founder and editor of the Educational Technology and Mobile Learning website has compiled a ‘Teacher’s guide to augmented reality’; to define Augmented Reality, explain digital systems components and its potential within the education arena.  Kharbach explains the key differences between augmented reality and virtual reality, something that other technology educators or experts fail to define.  The details contained within the ‘how augmented reality works’ section provides educators with a brief understanding of digital systems components involved in Augmented Reality and how applications are used to overlay information.  Kharbach uses an example to support his explanation, which could be easily applied to a Year 5/6 classroom context to address the Technologies 5/6 Content Description (ACARA, 2014).  In addition Kharbach identifies three potential uses of Augmented Reality within the classroom, however does not include the specific applications required, leaving this choice open to educators.

 

References

 

Australian Curriculum Assessment and Reporting Authority (ACARA). (2014). The Australian Curriculum Technologies. Retrieved April 18, 2014, from http://www.australiancurriculum.edu.au/Australian%20Curriculum.pdf?type=0&a=T&l=F&l=1&l=2&l=3&l=4&l=5&l=6&l=7&l=8&l=9&l=10&l=10A&s=DE&s=DI&b=F-2&b=1-2&b=3-4&b=5-6&b=7-8&b=9-10&e=0&e=1&e=2&e=3&e=4&e=5&e=6&e=8&e=9&e=10&x=0&x=1

 

Kharbach, M. (2014). Teachers’ guide to augmented reality. Retrieved May 2, 2014, from http://www.educatorstechnology.com/2013/06/teachers-guide-to-augmented-reality.html

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Augmented Reality Brings New Dimensions to Learning

Augmented Reality Brings New Dimensions to Learning | Where reality and virtual meet | Scoop.it
Editor's Note: Drew Minock, who co-wrote this piece, is an elementary teacher, co-founder of the popular education blog Two Guys and Some IPads, and is one of the voices on "The Two Guys Show" podcas
Kelly Frintzilas's insight:

 

Featured on Tedd Nesloney’s blog, this insightful post co-authored by Todd Nesloney and Drew Minock, outlines the educational benefits of Augmented Reality, including applications within the classroom.  Nesloney, a 5th grade teacher, has a long list of credentials, including recognition as a “Top 40 Innovators in Education”, co-founder of The 3 Tech Ninjas education technology company and the co-author of “Flipping 2.0”.  Similarly, Minock an elementary teacher, technology trainer and co-founder of the ‘Two guys and some iPads’ blog, is a leader in his field.  The authors define Augmented Reality and place an emphasis on how applications can be used to blend real life and computer generated information, which aligns to the Year 5/6 technologies curriculum (ACARA, 2014).  Moreover, they discuss the digital systems required within the classroom and provide a variety of ways to use Augmented Reality.  Links are provided to applications that the author’s have tried and tested as well as links to both of the authors’ blogs to seek additional information.  Nelsoney and Minock encourage viewers to comment on their own applications of Augmented Reality using the comment facility and express their willingness to assist other educators.

 

References 

 

Australian Curriculum Assessment and Reporting Authority (ACARA). (2014). The Australian Curriculum Technologies. Retrieved April 18, 2014, from http://www.australiancurriculum.edu.au/Australian%20Curriculum.pdf?type=0&a=T&l=F&l=1&l=2&l=3&l=4&l=5&l=6&l=7&l=8&l=9&l=10&l=10A&s=DE&s=DI&b=F-2&b=1-2&b=3-4&b=5-6&b=7-8&b=9-10&e=0&e=1&e=2&e=3&e=4&e=5&e=6&e=8&e=9&e=10&x=0&x=1

 

Nesloney, T., & Minock, D. (2013, November 4). Augmented reality brings new dimensions to learning [Web log post]. Retrieved May 1, 2014, from http://www.edutopia.org/blog/augmented-reality-new-dimensions-learning-drew-minock

 

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The Augmented Reality for Education Collection by Chris Beyerle

The Augmented Reality for Education Collection by Chris Beyerle | Where reality and virtual meet | Scoop.it
A collection of education technology by Chris Beyerle
Kelly Frintzilas's insight:

 

Chris Beyerle, a passionate Mathematics and Engineering teacher, presents a curated collection using Edshelf, to present 32 Augmented Reality applications.  This resource allows educators to click on the particular Augmented Reality application and view a You Tube clip or slideshow, descriptive outline, features and pricing.  This collection is the ultimate tool for educators, as Beverle has provided relevant ages, platforms and key learning area links for each Augmented Reality application.  The description offered within each link, provides educators with the features of each application, which can easily be applied to a lesson scenario within the classroom.  In particular this collection would be useful to address the below Year 5/6 Content Description and Elaboration (ACARA, 2014, p 80), as it outlines the ways in which the application could be used to blend real life objects with digital content, using digital systems.

 

"Investigate the main components of common digital systems, their basic functions and interactions, and how such digital systems may connect together to form networks to transmit data".

 

"Investigating how emerging digital systems work, for example using an augmented reality app (or blended reality) and considering how images of real-world objects can be blended with computer-generated information to produce a virtual reality".

 

References

 

Australian Curriculum Assessment and Reporting Authority (ACARA). (2014). The Australian Curriculum Technologies. Retrieved April 18, 2014, from http://www.australiancurriculum.edu.au/Australian%20Curriculum.pdf?type=0&a=T&l=F&l=1&l=2&l=3&l=4&l=5&l=6&l=7&l=8&l=9&l=10&l=10A&s=DE&s=DI&b=F-2&b=1-2&b=3-4&b=5-6&b=7-8&b=9-10&e=0&e=1&e=2&e=3&e=4&e=5&e=6&e=8&e=9&e=10&x=0&x=1

 

Beverle, C. (2013). Augmented reality for education. Retrieved April 17, 2014, from https://edshelf.com/profile/cbeyerle/augmented-reality-for-education

 

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The Teacher's Guide To Google Glass - Edudemic

The Teacher's Guide To Google Glass - Edudemic | Where reality and virtual meet | Scoop.it
The potential for Google Glass in education is just too great. That's why we thought it would be useful to compile an early-stages 'Teacher's Guide to Google Glass'
Kelly Frintzilas's insight:

 

The team from Edudemic have compiled a teacher's guide to Google Glass, to promote its integration as an Augmented Reality tool, within the classroom.  This comprehensive guide provides educators with an outline of Google Glass, including a You Tube clip that details how it works.  Aimed at educators, the teacher's guide lists ways to integrate Google Glass within the classroom.  The resource provides educators with a link to the official Google Glass guide, to assist novice users with its implementation.   The guide promotes the sharing of Glass ideas via the Edudemic Facebook page and Twitter feed to further develop educators knowledge, while  simultaneously  building an educators personal learning network (PLN).  In addition, the teacher's guide, unlike other Augmented Reality resources, provides a 'one stop shop' where Twitter users can seek further Google Glass classroom implementation ideas.  The guide provides the Twitter hashtag and embeds the Twitter feed, which is useful to prompt viewers to follow the suggested resource.  Not only does the guide cater for its auditory learners, (You Tube clip), it caters for visual learners, using a Google Glass infographic.  The infographic unpacks the digital systems (CPU, camera, speakers, prism etc.) and components involved within Google Glass, which will assist educators to address the Year 5/6 Content Descriptor:

 

"Investigate the main components of common digital systems, their basic functions and interactions, and how such digital systems may connect together to form networks to transmit data (ACTDIK014)" (ACARA, 2014, p.80)

 

 

References

 

Australian Curriculum Assessment and Reporting Authority (ACARA). (2014). The Australian Curriculum Technologies. Retrieved April 22, 2014, from http://www.australiancurriculum.edu.au/Australian%20Curriculum.pdf?type=0&a=T&l=F&l=1&l=2&l=3&l=4&l=5&l=6&l=7&l=8&l=9&l=10&l=10A&s=DE&s=DI&b=F-2&b=1-2&b=3-4&b=5-6&b=7-8&b=9-10&e=0&e=1&e=2&e=3&e=4&e=5&e=6&e=8&e=9&e=10&x=0&x=1

 

Edudemic. (2013). The teacher's guide to Google Glass. Retrieved April 22, 2014, from http://www.edudemic.com/guides/the-teachers-guide-to-google-glass/

 

 

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Tech with Jen: 6 Augmented Reality Apps to Engage Your Students and a Freebie

Tech with Jen: 6 Augmented Reality Apps to Engage Your Students and a Freebie | Where reality and virtual meet | Scoop.it
Kelly Frintzilas's insight:

 

After attending a ISTE13 Conference, author Jennifer Kimbrell compiled a highly pertinent blog post that contained 6 Augmented Reality (AR) apps that could be used to engage learners and a 'free' QR resource.  The author, an instructional technology K-5 specialist in her district, is an expert in her field, which is evidenced by two teacher awards and her membership in the Technology Infused Education Team.  

 

Kimbrell outlines the educational value of each app, and includes a short, yet concise overview of how each app can be implemented within the classroom.  The author includes a link to 'posters' for each resource, to provide educators with the images to be scanned using Augmented Reality apps.  The comments that accompany each app, suggest that the author has experimented with each app, to determine its educational worth, thus providing a useful resource for educators.

 

The author includes a 'freebie' for viewers, which contains an explanation of how to use Aurasma to conduct a QR based scavenger hunt. This resource is the ultimate for educators and includes trouble-shooting tips, step by step instructions and QR codes for students to scan.  The 'freebie' provides educators with a resource that addresses both the Technologies and Science Australian Curriculum.  The PDF file requires students to use an AR app (Aurasma) to scan real life images (life cycle) to gather computer generated data and information, which aligns with the 5/6 Technologies Curriculum (ACARA, 2014) Content Descriptor (ACTDIK014).

 

References

 

Australian Curriculum Assessment and Reporting Authority (ACARA). (2014). The Australian Curriculum Technologies. Retrieved April 22, 2014, from http://www.australiancurriculum.edu.au/Australian%20Curriculum.pdf?type=0&a=T&l=F&l=1&l=2&l=3&l=4&l=5&l=6&l=7&l=8&l=9&l=10&l=10A&s=DE&s=DI&b=F-2&b=1-2&b=3-4&b=5-6&b=7-8&b=9-10&e=0&e=1&e=2&e=3&e=4&e=5&e=6&e=8&e=9&e=10&x=0&x=1

 

Kimbrell, J. (2013, July 5). Tech with Jen:  6 Augmented Reality Apps to Engage Your Students and a Freebie [Web log post]. Retrieved April 22, 2014, from http://blog.techwithjen.com/2013/07/6-augmented-reality-apps-to-engage-your.html

 

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Augmented Reality

Augmented Reality | Where reality and virtual meet | Scoop.it
Here are some Augmented Reality Resources for Education.  Please contact me at engagetheirminds@gmail.com if you have a suggestion for a new link.  Click here for a Flipboard Magazine of current ar...
Kelly Frintzilas's insight:

 

Terrie Eichholz, author of the 'Engage their minds' blog and avid AR enthusiast directed me to her blog via Twitter, after an initial request was made to share AR educational resources.  In the blog Terrie shares AR resources for education in a grid format, which is designed to provide educators with apps, tutorials, lessons and activities to promote the integration of AR in the classroom.  The author refers to both her own experiences with AR apps and other experts experiences to provide a well balanced set of resources to support AR integration.  Links are provided to the apps, to enable educators to purchase them at their own disposal.  She provides educators with trouble shooting tips and tutorials to support their understanding of the capabilities and difficulties associated with specific AR apps.  Details of educators experiences with the AR apps are shared, to provide educators with examples of how AR can implemented in the classroom and to inspire them to experiment with digital systems.

 

References

 

Eichholz, T. (2014). Augmented Reality. Retrieved March 8, 2014, from  http://engagetheirminds.wordpress.com/augmented-reality/&nbsp  

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Natalie Todd's comment, April 23, 4:47 AM
Thank you for sharing this Kelly. From this I understand how AR works within the classroom and how the students would be extremely engaged within their learning.
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Augmented Reality in Education

Augmented Reality in Education | Where reality and virtual meet | Scoop.it
By Terri Eichholz | Terri Eichholz created a magazine on Flipboard. "Augmented Reality in Education" is available with thousands of other magazines and all the news you care about. Download Flipboard for free and search for "Terri Eichholz".
Kelly Frintzilas's insight:

 

Terri Eichholz, teacher of both the gifted and mainstream, and author of 'Engage their minds' is an avid enthusiast of sharing tools that allow educators to customise learning.   This resource was recommended by the author after addition of her to the curators personal learning network (PLN) via Twitter.  The author has compiled the ultimate resource for educators; a flipbook comprising of 216 articles that pertain to AR educational integration.  Terri refers to blogs, AR apps, tutorials, educators experiences and presentations to provide educators with a 'one stop' access point for all of their AR needs.  This eye catching resource, that provides resources that align to English, Mathematics, Music, Science, History, Geography, Art and Technology learning areas, allows educators to address the Year 5, 6 technology content descriptor (ACARA, 2014) and address general capabilities concurrently. 

 

References

 

Australian Curriculum Assessment and Reporting Authority (ACARA). (2014). The Australian Curriculum Technologies. Retrieved March 11, 2014, from http://www.australiancurriculum.edu.au/Australian%20Curriculum.pdf?type=0&a=T&l=F&l=1&l=2&l=3&l=4&l=5&l=6&l=7&l=8&l=9&l=10&l=10A&s=DE&s=DI&b=F-2&b=1-2&b=3-4&b=5-6&b=7-8&b=9-10&e=0&e=1&e=2&e=3&e=4&e=5&e=6&e=8&e=9&e=10&x=0&x=1

 

Eichholz, T. (n.d.). Augmented reality in education. Retrieved March 6, 2014, from https://flipboard.com/section/augmented-reality-in-education-brgZbu&nbsp

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