Sbei gimnasium №1529 named after A. S. Griboyedov augmented reality in educational environments



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Programs aimed at improvement of professional skills are widely used within pilots, medical workers or cosmonauts. They allow students to get professional experience without going through dangerous situations. The applications are often realized with head mounted displays.

  • AR Gaming

Despite the existence of Video Games, destroying days of one’s life, some programs are ripe with possibilities for educators. The main advantage is gaining personal experience of surviving or interacting under unknown circumstances. Additionally, Augmented Reality Games provide educators with highly interactive and visual forms of learning.

BENEFITS OF AUGMENTED REALITY IN EDUCATION

  • State of mind

To identify the results of using Augmented Reality in education, we analyzed several experiments, such as at the Harvard School of Education. Researchers at the Harvard School of Education, University Wisconsin at Madison, and the Teacher Education Program at MIT used a grant from the Department of Education to design an "augmented" reality game to help teach middle school students literacy and mathematics. The game called "Alien Contact!" is one of the many augmented games that have been developed. These games mix actual reality with a superimposed virtual reality by using hand-held GPS guided computers or cell phones. The project encourages students to have fun as they learn.

  1. Increased Motivation

‘’Learning no longer is about achieving a grade. When playing the games students are given a sense of purpose and an incentive to care.’’ Excited about using advanced technologies while playing a game, students forget about the grades and concentrate on the process of education. They become interested in new information. They may wish to find out even more, in order to broaden their horizons.

  1. Increased Concentration.

Logically, when motivation increases, concentration increases as well. Today, technologies are so remarkable, that we sometimes fail to follow the time.

  1. Increased Satisfaction

Users experience higher satisfaction regarding the learning process or their educational progress. Frankly speaking, students have more fun running through a library and solving tasks directed by an AR application than by sitting in classroom.

  1. Ability to move

The rise in global obesity rates over the last three decades has been substantial and widespread, presenting a major public health epidemic in both the developed and the developing world. The usage of Virtual Reality Technology is one of the main reasons.But in the same technology we can find a solution: active games, as the app Zombies, Run! While a helicopter pilot helps you escape a zombie apocalypse, you’re tricked into training for a 5km race.

  • Teaching Concepts

  1. Increased Student-centered Learning

Student-centered learning, also known as learner-centered education, broadly encompasses methods of teaching that shift the focus of instruction from the teacher to the student. In original usage, student-centered learning aims to develop learner autonomy and independence by putting responsibility for the learning path in the hands of students. In this type of learning teacher can give students the ability to acquire the data on their own, and dedicate lessons to inspiring and giving advices, that young people need so much. Besides, individual researches give students vital for our century skills. They improve the ability to explore and absorb new knowledge and solve problems.

  1. Collaboration

“Kids today like to learn collaboratively through shared experiences,” says Chris Dede, the inventor of Alien Contact!. We are sure, that intention to act along with others is natural for all children. They do not stop playing like they’re parents used to – only the type of games has changed.

Studies report that the analyzed AR applications improved collaborative learning by providing new ways of communication and cooperation. The opportunityfor collaborative communication and problem-solving among studentsrises from the augmented reality experience. But of course, everything depends on the particular program.

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