1 Understanding Augmented, Virtual, and Mixed Reality
When was the last time you took a trip to the moon and explored the craters on the surface? What! You’ve never traveled to the moon? You don’t need to wait to book a private trip to your dream locations anymore with access to immersive technology tools. We can now provide our students the opportunity to experience what we’ve read about in printed textbooks for several decades. If a picture is worth a thousand words, then why not give them a million more?
Augmented Reality
Augmented reality (AR) refers to an enhanced version of reality afforded by the use of technology that overlays digital information on an image of something being viewed through a device (Merriam-Webster.com, n.d.). What does that mean? The view through a device camera includes a digital layer on top. The digital layer gives the illusion that we see something in our physical world that’s not really there. An example of AR in a classroom is viewing a digital version of a beating heart that’s sitting on a physical desk. Although it’s unlikely to see a beating heart outside of the body, augmented reality makes it possible by providing a digital layer that is viewed in 3D. You can bring this technology into your lessons by using many of the devices we already have in the classroom. Most AR is best viewed through a mobile device such as a smartphone or tablet. Augmented reality uses the device’s camera, GPS, and gyroscope to create the experience.
Trigger Images
Augmented reality often uses a trigger image or target to activate the digital layer. The trigger is similar to the concept of a bar code or QR code. When scanning a barcode, the computer knows what action to take or what information to locate. When your device identifies a trigger image or target, it knows what digital information to populate and where to place it. In most instances, trigger images cause a device to populate a 3D object, image, or video that can be seen through the screen of the device.
Try It! Scanning a Trigger Image
If you’d like to experience augmented reality, you can view the trigger image in Figure 1.1 using the Spacecraft 3D app by Nasa. Find the iOS app at tiny.cc/nasaspacecraft and the Android app at tiny.cc/nasaandroid.
GPS
When a trigger image isn’t required for AR, the device will populate a digital image that is floating on top of your camera. An example of this technology is in the Pokémon Go app. While you look around through your camera on your device, you’ll see a layer of an object on top of your view. The 2D or 3D object is placed in the correct spot using the GPS location of the device. The many apps that use your location with AR can be used in scavenger hunts, quests, gaming, messaging, social media, and much more.
Gyroscope
A gyroscope determines where to place the overlaid object in AR and has become a standard feature on many mobile devices. The gyroscope is not the same thing as GPS. Augmented reality apps use the gyroscope to sense the rotations of the device and determine what motions you make. When you spin around, look up, or down, the gyroscope in your device is making it possible to place objects in specific spots for the best AR experience.
Virtual Reality
Moving on to virtual reality (VR), we see some of the same technology being used, such as trigger images, GPS, and the gyroscope. These technologies provide the opportunity to view a digital experience without using your device camera. We are no longer looking at our reality through our camera with a new experience layered on top, but fully immersed into a digital experience that replaces our reality.
Mixed Reality
Mixed or merged reality (MR) looks very similar to augmented reality in that the view is a digital layer through your camera. Many mixed reality tools are able to link digital objects to real-world objects while using our natural gestures to interact with the content.
Learning Transported Challenge
What are the differences between AR, VR, and MR and how has your understanding of them changed based on what you read in this chapter?
2 Why Use AR, VR, and MR in Education?
When sharing immersive technology with educators, I rarely find a bored audience. Educators are eager to dive into the technology and are awestruck with the incredible power of these resources. We giggle, squeal, and even gasp as these tools are unveiled with examples of amazing new experiences to be had. I assumed teachers would use AR, VR, and MR immediately; I was surprised when I found they weren’t.
Student Benefit
One of the most obvious benefits of immersive technology is piquing the students’ interest. Most students want to explore learning through a technology lens and these tools are still building momentum, making this the prime time to capture their attention. Students are eager to see the new technology because it’s part of their culture. Technology is embedded into our everyday lives, and it’s even more important for our students and their future work and social lives. There is a lot of excitement and discussion in the media centered on immersive technologies and your students are undoubtedly curious. They have probably encountered immersive technology in some shape or form already, through games or other entertainment. Seeing it figure into a lesson or curricular activity will likely cause them to be intrigued and engaged in the content.
• Providing authentic learning experiences.
• Transporting students to places outside of the classroom.
• Offering support and a means of communication for ELL students.
• Creating innovative spaces to collaborate and share information.
Authentic Learning
Research is showing that immersive technologies provide improvement in knowledge retention. In a study done by Juan, Mendez-Lopez, Perez-Hernandez, and Albiol-Perez, learners showed an increase in memory improvement in pre- and post-test results when using augmented reality in the lesson (2014). When the learning is authentic, we have an opportunity to engage students with purposeful, deepened learning.
Going Beyond the Walls of the Classroom
We are finding more of schools limiting field trips and outings due to many factors, yet at the same time we face an increased demand for improved student performance. For example, our students are expected to know about the ocean. They need to read and write about the ocean. They’re expected to name and identify marine species and the relationship of ocean tides. Yet, how many of our students have never been to the ocean? This technology eliminates limitations of location or funding and can transport your students to places like the Great Barrier Reef.