AugmentifyIt - Day 5 #31DaysofARVRinEDU
I’m thrilled to provide the #31DaysofARVRinEDU event! Each day in March will include an augmented (AR) or virtual reality (VR) resource to bring into the classroom.
I received a surprise package from AugmentifyIt a few months back on the topics of Space, Elements and the Ocean. The package included three decks of cards that come to life using the AugmentifyIt app available on iOS and Android devices plus in the Amazon Appstore. Educators are excited to get these cards because they bring learning to life using augmented reality to address the concepts challenging to conceptualize from a textbook.
The company takes pride in making the experiences support STEAM learning but heavily focuses on the content with the immersive technology. Each card includes an image that triggers an augmented reality experience with a digital overlay. One the back of the card, students will find facts about the model that will be important for the next part of the app.
Many times, we get caught up into bringing the best immersive technology experience while forgetting why we include it in our classroom. When asked what apps I would recommend beginning immersive technology, I’m typically stumped. First, you’re asking me to identify my favorite resources, which is quite frankly, impossible. Second, you’re asking what resource is going to support your students, but I don’t know your students to make the best recommendation.
I believe the best place to start in immersive technology is identifying where your students struggle. In addition, if your classroom lessons offer an experience only but don’t include the curriculum, your students are unlikely to have a change in their knowledge. The benefit of AugmentifyIt is taking the content, to experience and then to an evaluation. Just because our students can see the carbon element come to life, doesn’t mean they understand it’s properties. The content included on the cards is just as valuable as the experience, and the assessment within the experience is binding the learning process together.
The deck of cards includes 180 facts and 265 quiz questions to test knowledge. The students can begin by reading the content on the back of the card and then viewing the image in AR by scanning it in the app. At the bottom left corner of the screen, students can begin the quiz. Each question provides four multiple choice answers for the student to identify the best option. The correct answer is shown after each question, and after the quiz, students are notified how many correct answers they had out of the total questions.
Now it's your turn!