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Augmented reality has been considered one of higher ed’s big buzzwords for a variety of years, however it’s not until just fairly recently that institutions have used the technology in practical ways. Now, higher-ed augmented reality apps are having a moment that extends past the novelty of Pokemon Go–and K-12 could take a few of those lessons into its own classrooms.
Most augmented reality apps address quite a lot of things, reminiscent of bringing science concepts to life, improving student retention, and offering campus tours or glimpses of historical moments on campus.
Read more: 5 ways to make use of AR and VR within the classroom
Here’s how five institutions have harnessed augmented reality apps to deal with campus needs and take learning to the subsequent level–these methods could encourage early K-12 adopters to look into ways they’ll use augmented reality apps in similar ways.
5 institutions using augmented reality apps in unique ways
1. Researchers in Penn State University’s Department of Geography created an augmented reality app to present users more background about considered one of the oldest and best-known monuments on the college’s University Park campus. The Obelisk was constructed in 1896 from regional rocks and minerals, and its 281 stones are arranged so as by geologic time period. “There’s a database connected to every stone, so every time you touch any stone within the app, you’ll be able to see where it got here from, how old it’s, and other information,” says Arif Masrur, doctoral student in geography. “Eventually our goal is to also include 360-degree photos of the particular environment from where each rock was excavated.”
2. Cal Poly Pomona uses augmented reality in its Pokemon Go AR library orientation and scavenger hunt. The “orientation” lets students, through use of the Aurasma app on their very own devices or with a tool borrowed from the library, walk through the library and find videos about various services and the fundamentals of finding information.
3. SUNY Orange is using AR to implement a student recruitment campaign. Imagination Park will enable SUNY Orange students to point their phones at logos, signs, posters, and landmarks on and around campus to view or retrieve school news, updates, retailer coupons, messages, videos and more. The app presents students with a brand new world of interactive entertainment options while at SUNY Orange campuses in Middletown and Newburgh, New York. “We plan on using AR along with our students’ return to campus in August in an effort to enhance their SUNY Orange experience,” says Vinnie Cazzetta, SUNY Orange’s vp for institutional advancement. “We host a series of events that welcome latest and returning students alike back to our campuses. In conjunction with those events, and throughout the semester, we’ll use augmented reality to assist direct students to those support services which might be so critical to their academic success.”
Related: Check out these 10 AR apps on your classroom
4. Students of the Creative Media and Digital Culture program at Washington State University Vancouver created an AR app to have interaction visitors with the history and story of a neighborhood boarding school and orphanage. The app offers insight into the nuns who worked there and the scholars who attended Providence Academy in downtown Vancouver, WA. Students also developed an interactive website with a digital timeline that further showcases the accolades of Mother Joseph and accompanies the content of the appliance.
5. The cARdiac ECG AR app is an interesting and practical approach to start learning concerning the ECG and heart fundamentals through augmented reality. Developed by Deakin University’s School of Medicine and Eon Reality, the app leads users on an interactive journey to explore the basic concepts of cardiac anatomy, physiology, and pathophysiology relevant to the ECG.
Laura Ascione is the Editorial Director at eSchool Media. She is a graduate of the University of Maryland’s prestigious Philip Merrill College of Journalism.
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