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Gamification - Augmented Reality - Virtual Reality


Gamification - is the application of game-design elements and game principles in non-game contexts. It is used to improve user engagement, organizational productivity, flow, learning, crowd sourcing, employee recruitment and evaluation, ease of use and usefulness of systems, physical exercise, traffic violations, and voter apathy, among others (Wiki, 2017) Basically it makes learning fun and the students don't realize they have learned so much!!

Augmented Reality Let's just say "Pokémon!" (the latest craze in augmented reality).

"Augmented Reality (AR) is a growing field of technology where real life is modified and enhanced by computer-generated sights and sounds. The most common use of AR can be seen through mobile apps. Point your device’s camera at something that the app recognizes, and it will generated a 3D animation or video superimposed over whatever is on your camera’s screen. The effect makes the computer-generated item appear like it’s really there."

Ikea uses augmented reality within their app, which allows users to virtually place furniture right into their rooms. Basically a view of reality is modified by a computer (Wiki, 2017).

Virtual Reality replaces the real world with a simulated one. A person using virtual reality equipment is typically able to "look around" the artificial world, move about in it and interact with features or items that are depicted on a screen or in googles. (Wiki, 2017) This is where all the interest is right now. It will be in our classrooms and home soon, think Samsung G7 and PlayStation VR.

In the book "The skillful teacher" by Stephen Brookfield, he writes that "Imagination, play, and creativity - both witnessed and enacted - are central to human experience. Yet these qualities are typically underemphasized in academe. It seems that these elements are fine in kindergarten but have no place in the serious business of higher education. Imagination, play and creativity conjure up images of finger painting and chanting, of being embarrassed or shamed by having to use something other than our analytical muscles. It would take a brave soul indeed to suggest implementing Bohannon's (2011) TED talk proposal for science Ph.D. candidates to present their dissertions through dance. But if skillful teachers create classrooms that connect to what we know about how students learn, then we need to work intentionally to integrate imagination, play and creativity into our teaching." (Brookfield, 2015, p.126).

After watching this video that Brookfield referred to, I found it interesting because I had planned a very similar method of having my students physically act out being protons, neutrons, and electrons (while wearing different colored shirts to differentiate them). This was to become a physical method of a game.

It is fascinating to learn that virtual reality platforms can now also take students to places across the world. How cool would this have been when we were learning out of geography books as children? I always said I wanted to show my son the world by taking him travelling, but maybe the school will beat me to it.

“The pedagogies of constructivism and game-based learning show that children learn best by doing or by being,” said Corbett. “So they shouldn’t just read about history — they should ‘be’ historians. They shouldn’t just study archaeology — they should ‘be’ archaeologists.”

"Students need inspiration and encouragement to keep exploring the potential of education for their own capabilities. Engagement that virtual reality can produce will eventually veer students’ desire for exploration more toward intellect and away from play."

I think these methodologies are simply just so exciting! Imagine what the future holds for students!

I have found an AMAZING resource which explains the differences between Augmented reality and virtual reality and how they can be used in the classroom. This page also provides several links and ideas for apps. I highly recommend familiarizing yourselves with it. Here is the link: http://www.schrockguide.net/augmented-reality.html


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