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Virtual Reality and Augmented Reality: Please Download The Following Free Apps

This document provides an overview of virtual reality (VR) and augmented reality (AR) apps that can be used to turn smartphones into exciting learning tools. It recommends downloading free apps like Aurasma, Quiver, Google Cardboard, Google Cardboard Camera and Google Expeditions. It describes how VR and AR work and provides examples of projects using these technologies in the classroom, including positive outcomes like increased learner engagement and the use of 21st century skills. Instructions and resources for setting up VR and AR activities are also included.

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Shalini Shal
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0% found this document useful (0 votes)
123 views19 pages

Virtual Reality and Augmented Reality: Please Download The Following Free Apps

This document provides an overview of virtual reality (VR) and augmented reality (AR) apps that can be used to turn smartphones into exciting learning tools. It recommends downloading free apps like Aurasma, Quiver, Google Cardboard, Google Cardboard Camera and Google Expeditions. It describes how VR and AR work and provides examples of projects using these technologies in the classroom, including positive outcomes like increased learner engagement and the use of 21st century skills. Instructions and resources for setting up VR and AR activities are also included.

Uploaded by

Shalini Shal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Wifi code:

VIRTUAL REALITY AND Network Name: ConferenceCentre


Password: ncon2017

AUGMENTED REALITY
A PRACTICAL GUIDE: TURNING SMARTPHONES INTO EXCITING LEARNING TOOLS
BY ALEISHA HAZLEWOOD [email protected]

PLEASE DOWNLOAD THE FOLLOWING FREE APPS:


• AURASMA
• QUIVER
• GOOGLE CARDBOARD
• GOOGLE CARDBOARD CAMERA
• GOOGLE EXPEDITIONS
VIRTUAL REALITY (VR)
• An artificial environment that simulates sights and sounds to immerse users in
another place.
• Accessible if you have a smartphone with an accelerometer and a gyroscope
(most new smartphones do, as do the last few models of Apple iPhones and
Samsung Galaxies). Not all smartphones work with VR apps.
• A Google Cardboard (or similar) can be used in conjunction with VR apps for
an inexpensive VR experience.
• WARNING: VR can trigger epileptic fits for those that have epilepsy. Check
that learners do not have epilepsy before giving them Google Cardboard to
try out.
AUGMENTED REALITY (AR)
• The real-world environment and digital environment are
integrated by overlaying the digital environment over the
real-world image on your phone.
• This uses a smartphone’s camera (make sure you click ‘allow’
when it asks permission to use the camera).
• Remember Pokémon Go? That is AR.
CARDBOARD HEADSETS

• V2 Headset is the best – these include a button that is more effective than V1.
• Google Cardboard is the branded headset, but you can purchase any that
have a similar design. These can be purchased through Trade Me, AliExpress,
etc.
• Sturdier models are made from plastic. I have one from I AM CARDBOARD.
• https://vr.google.com/cardboard/get-cardboard/
APPS TO USE IN SOCIAL SCIENCE
VIRTUAL REALITY AUGMENTED REALITY
• Google Cardboard • Aurasma
• Demo activities for using Cardboard • Can turn posters into ‘triggers’ where
• Access to 360 video channel (YouTube learners overlay video explanations
based) • Quiver
• Google Cardboard Camera • Colouring app that augments your
• Users can create their own 360 content: artwork. Can be used for maps and
panorama photos and corresponding flags.
audio
Using AR and VR often sits at
• Google Expeditions ‘Redefinition’ on the SAMR Model. You
• VR field trips. This is my favourite app cannot complete these activities without
this technology.
to use in the classroom.
VR AT WHANGAPARAOA COLLEGE
• Year 9 and 10 classes used Google
Cardboard Camera to create VR tours
of our senior school.
• Our Year 10s then taught Year 8s, and
Year 9s taught Year 7s, how to use the
technology and showed them the tour
of the senior school.

• The project was collaborative –


learners worked in groups of 3 or 4 to
plan, create, and share their content
using a single phone. This got around
the issue of not all learners having
compatible smartphones.

• Senior classes have used Expeditions.


OUTCOMES OF THE VR PROJECT
• Learners used a wide variety of 21st century skills including collaboration,
knowledge construction, skilled communication, and real-world problem-solving.
• Learners had fun = increased engagement.
• Learners were asked if VR is a useful tool for learning.
• 58.8% of learners strongly agreed
• 17.6% agreed
• 76.4% said that they would like to see VR used in social studies in the future
• Google Expeditions enables the class to take virtual field trips.
• Year 8s have climbed Mount Everest
• Year 10s examined sustainability issues in Borneo
• Year 11s walked through the Whitney Plantation in Louisiana, a museum that teaches about
slavery in America.
• Year 13 Geography have used VR videos on YouTube to step inside a hurricane.
LEARNER VOICE
• “If I was a social science teacher using this technology I would use it to give
the experience of certain situations in the world that we as first world
privileged children may not ever fully understand. Examples of these are, war
in Syria, undeveloped countries and situations such as the day in the life of a
child labourer.” – Yr 10
• “I see new things such as exploring Mt Everest creates a perspective that you
wouldn’t have in a normal classroom.” – Yr 8
• “I would use it for geography to show my students places around the world.
This would make the lesson much more interesting and interactive for
students.” – Yr 10
LEARNER VOICE
AR AT WHANGAPARAOA COLLEGE
Learners created collaborative
wall displays that summarised
their understanding of the
Universal Declaration of Human
Rights.

The groups then recorded


members explaining each part
of the poster in more detail, and
these were added to the group
channel.

Learners then followed the


channel to interact with the wall
display and view the content.
OUTCOMES OF THE AR PROJECT
• AR enabled learners from other classes to interact with the wall
displays on a deeper level.
• Using the AR technology engaged learners who were previously
disengaged from the project.
• Next time I would require learners to record the process of making the
wall display, as well as the content.
GOOGLE CARDBOARD: DEMOS,
GOOGLE EARTH, AND MORE
• Try the demo – go to Earth. Look up and click to ‘Fly to Space’. Turn around –
select a destination and click again. Click once more to start/stop moving.
• Try Street View. This has tons of different locations (including Game of Thrones
destinations). See if you can find a destination that relates to a topic you have
taught this year.
• YouTube videos – stand inside the centre of a hurricane.
• https://play.google.com/store/apps/details?id=com.google.samples.apps.ca
rdboarddemo
GOOGLE CARDBOARD CAMERA: MAKE
YOUR OWN VR CONTENT
• Try creating your own 360 content – click the camera button in the lower right
of your screen and turn around slowly to record.
• This will record your audio as well. The slower you turn, the longer the audio
recording will be.
• Be patient as it saves.
• Try playing back on a Google Cardboard headset.
• https://play.google.com/store/apps/details?id=com.google.vr.cyclops
GOOGLE EXPEDITIONS: TAKE YOUR CLASS
ON A FIELD TRIP WITHOUT LEAVING THE
CLASSROOM
• To use expeditions, you need to use your phone or tablet and be on the same
wifi as your class.
• Choose to LEAD in order to run an expedition with a class
• Choose to FOLLOW if you want to follow someone else’s expedition
• This app has scripts for the teachers leading the expedition. Field trips include
Environmental Change in Borneo, and Slavery in America. There are many
that are perfect for social science.
• I have used the app for Level 1 History.
• https://play.google.com/store/apps/details?id=com.google.vr.expeditions
• Try leading and following expeditions now in groups of 3.
AURASMA
• Can be used to overlay AR video content (max 10 seconds) over
pictures/posters.
• Start by drawing a picture. Include multiple colours so the app can pick up
the details.
• Open the app and create an account.
• Click the ‘+’ button on the app, then ‘Device’ and ‘camera’. Choose video,
and take a 5 second video. Click ‘OK’ and name the video.
• Click ‘Yes’ when it asks you to create an Aura with this Overlay.
• Take a photo of the picture you have drawn. This is the trigger. Position the
overlay, and click next and save. Add this to a public channel (create one)
if you want others to see it.
• https://play.google.com/store/apps/details?id=com.aurasma.aurasma
QUIVER
• https://play.google.com/store/apps/details?id=com.puteko.colarmix
• Use the printouts from http://www.quivervision.com/
• These can be coloured in
• Open the app and click the butterfly button
• Scan the printout with your camera
• Use the lower menu for options
OTHER EDUCATION APPS

• Google Arts & Culture


• Includes VR tours of museums and historic sites. There are also non-VR components to this
app.

• Discovery VR for Cardboard


• Video content from the Discovery Channel
• NYT VR
• Video content from the New York Times
HOW CAN YOU SEE YOURSELF USING THIS
TECHNOLOGY IN THE CLASSROOM?
RESOURCES
• Virtual reality project:
• Instructions and Planning:
https://docs.google.com/document/d/1euwUY1a0HgWjqzMv87xXOfXVnS79NeYQkDo
SOeHw3Lg/edit?usp=sharing
• Creating: https://docs.google.com/document/d/1Edk9eEjFacJEo-
wMFR8vgPxFoQXcQ00-vaSxkqEo1Ek/edit?usp=sharing
• Evaluation:
https://docs.google.com/document/d/1L5i9MRCD1gqzy_wY26Y4ofVIhDzC4srZdtgdISd
PwBE/edit?usp=sharing

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