SBEI Gimnasium № 1529 named after A. S. Griboyedov
AUGMENTED REALITY IN EDUCATIONAL ENVIRONMENTS.
10 «E» Form
SBEI Gimnasium № 1529
Gogrichiani Elizaveta Mikhailovna
Markova Galina Petrovna, teacher of English language
SBEI Gimnasium № 1529
Moscow, 2017
INTRODUCTION
Augmented reality (AR) is 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. This work is dedicated to the advanced methods of education achieved with the help of Augmented Reality (AR). This work describes application of Augmented Reality (AR) to learning and training, and the potential impact on the future of education.
The urgency of the chosen theme seems to be of great importance at present because technologies are constantly developing, and using them in education is rational. Augmented Reality (AR) bridges the gap between the real and the virtual worlds, what gives students prodigious possibilities to learn the information in a completely unique way.
That is why, the purpose of the work is to introduce Augmented Reality (AR) to students in Russia and find out its benefits in case of implementation.
The object of the researchare particular qualities of Augmented Reality (AR).
The tasks to complete:
1. To show how Augmented Reality can increase the efficiency of education.
2. To determine the importance of the theme nowadays.
In order to solve these tasks we have used such methods:
Observation
Description
Comparison
Illustrative method
The research has been performed in three interrelated steps:
analysis of literature on the problem in the first stage
the theoretical basis of the research with the examples illustrating application of Augmented Reality (AR) in education in different countries
the generalization of results of the research and drawing up the final conclusions are the last part of our work
The practical significance of the research is in spreading information of Augmented Reality (AR) in our country and its possible application by various institutions, which seek to give students more profound knowledge.
It can also be of an interest for people studying problems of Information technology (IT), pedagogy and many other disciplines, who are interested in creating interactive lessons or capturing the attention of the audience, but firstly for students, who have chances to develop completely new ways of education in future.
CONTENTS
Introduction
Theprincipalpart
What is Augmented Reality?
Companies Working On Education In Augmented And Virtual Reality
Five Directions of Augmented Reality in Educational Environments
Reasons to Use Augmented Reality in Educational Environments
Benefits of Augmented Reality in Educational Environments
State of Mind
Teaching Concepts
Presentation
Learning Type
Content Understanding
Difficulties in Using Augmented Reality in Educational Environments
How can we use Augmented Reality at Russian schools?
AUGMENTED REALITY
Augmented reality (AR) is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality. By contrast, virtual reality replaces the real world with a simulated one. Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match.
With the help of advanced AR technology the information about the surrounding real world of the user becomes interactive and digitally controlled. Information about the environment and its objects is overlaid on the real world. This information can be virtual or real, e.g. seeing other real sensed or measured information such as electromagnetic radio waves overlaid in exact alignment with where they actually are in space. Augmented reality brings out the components of the digital world into a person's perceived real world.
Types of AR:
Head Mounted Display (HMD) is a display device, worn on the head or as part of a helmet, that has a small display optic in front of one (monocular HMD) or each eye (binocular HMD).
Head Wearable Displays (HWDs) are a development of HMDs, and tend to be smaller, more refined designs.
Hand Held Devices. This is perhaps the fastest growing area of augmented reality and the first that is likely to develop into commonplace AR systems. Applications on the Apple iPhone and Google Android platform are already using AR to complement navigation and information systems.
Static Screen. The use of static screens implies a screen that does not move with the user.
COMPANIES WORKING ON EDUCATION IN AR AND VR
Nearpod
Nearpod is an organization which combines VR and AR technology with traditional lesson plans in a classroom for a more immersive technology driven approach to learning. Nearpod VR is giving us an idea of what a classroom of the future is going to look like, with lesson plans being enhanced with VR and AR technology and students being more engaged by using this new technology.
Gamar
Gamar is a company who is attempting to make museum visits more modern through the use of Augmented Reality. The way that Gamar’s content works is that they have interactive experiences and supplemental information which can be paired with certain locations to enhance museum visits. One of the chief rules of a museum is not to touch anything, but with Gamar’s app museum attendees will be able to point their smartphone or tablet at an exhibit at one of their paired locations and get additional information on that exhibit.
In Russian Federation:
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