Raphael, R. (2011). Abracadabra-it's augmented reality!. Learning & Leading With Technology,38(8), Retrieved from http://www.iste.org/learn/publications/learning-and-leading/issues/Learning_Connections_Abracadabra_-_It_s_Augmented_Reality.aspx
The Article, Abracadabra-It's Augmented Reality discusses the huge trend and innovations in augmented reality. Which is the term used to describe live or direct or indirect view of a physical, real world environment whose elements are augmented by computed generated sensory input (wikipedia).A few examples of augmented reality (AR) the authors sites are the ghosts which sit on your lap at the Haunted Mansion in Disneyland. As well as the first down line that appears on your television screen while watching a football game. The author gave several great examples for mobile applications and uses in the classroom.
Question 1: What types of Augmented reality will I use to "Facilitate and Inspire Student Learning and Creativity" (NETS 1)? I have already signed up for a "Zooburst" account for students to create pop-up books. This site is free and I've had my children play around with it a bit. I have a few of the phone applications such as the "Louvre museum tour". "Hidden Park" is probably my favorite new phone applications. These tools are fun and engaging. They will inspire children to explore their surrounds while teaching them to use these great technology tools.
Question 2: What are some possible limitations to using Augmented Reality in the classroom?
The obvious limitations would be access to devises such as IPADs or Smart phones. In a perfect classroom each student would have his/her IPAD (Mr. Gates???). Students could do a walk about campus with their hand held devises creating a treasure hunt for their classmates, we could explore the Getty Museum and for home work they could use "Starwalk" locate a constellations.
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