A new dimension to learning using Augmented Reality technology
Using augmented reality (AR) in the classroom engages students far beyond worksheets, textbooks, video and traditional print. Enabling students to create AR experiences related to syllabus outcomes will promote deeper learning of content, connect knowledge and information, and promote the development of design, creativity and ICT skills.
“Imagine living in the magical world of Harry Potter, where school hallways are lined with paintings that are alive and interactive. Now imagine creating an atmosphere like that for your students.”
– Drew Minock 2013 Edutopia
Create digital content using any app or software on any device – tablets, laptops, desktop computers, and using AR apps or webtools present information in a whole new way.
During this workshop, participants will:
- investigate the concept of augmented reality
- play with commercially produced AR examples
- explore AR in education including the role of the student, cross-curricular applications and pedagogical approaches to implementation
- design an Aura and create digital elements that will be used as overlays
- build a sequenced Aura with multiple overlays in Aurasma Studio.
Completing this course will contribute 5 hours of QTC Registered PD addressing 2.6.2, 3.3.2, 3.4.2 from the Australian Professional Standards for Teachers towards maintaining Proficient Teacher Accreditation in NSW.
A macict case study
In 2012, MacICT conducted a small, innovative school based AR project with a group of students a local School who designed a tour of Macquarie University’s sculpture park. The students involved in the project found that learning with Augmented Reality has the potential to provide:
- learning opportunities that are both individual and personal
- learning experiences that aren’t offered (or are readily available) in reality
- challenging and authentic design-based learning tasks.
Audience: Stage 2 to Stage 6 teachers.
Keywords: Creative & Critical Thinking, Design Based Learning, Digital Literacy, iPads
What is Augmented Reality?
Augmented Reality (AR) links digital content to physical content, allowing a person to see the real world with virtual objects superimposed (layered) over it. Examples of virtual objects may include, sound, video, graphics or GPS data.
Using a smart phone or tablet loaded with an AR viewer app for example, Aurasma, Layar or Junaio, viewers can experience an augmented reality scenario once the app has recognised the trigger that launches the AR experience. The trigger may be an image, symbol, object or location.
AR doesn’t replace our physical world but supplements or augments real world environments. It is not just a faster or more convenient way to get information in the real world, it enables us to see the physical world in a different way, extending our imagination and understanding of reality. AR allows us to display information in a way that was never before possible.
This course will allow me to create richer and more engaging learning environments…
Using AR will help improve student knowledge retention and contribute to them being 21st century learners.
Students will be able to make their own ‘auras’ for assignments and allow them to engage with ICT in more significant ways.
Unfortunately there are no plans to run this course again. Apologies for any inconvenience.
How do I enrol?
How is payment taken?
How do I get there and do I need to bring anything?
What if I cancel or don't show up?
You can delete your own enrolment through MyPL, however keep in mind any cancellations made within 2 days of the event or no-shows will incur the full cost, charged to your school. Please contact us if there are any issues with your attendance.
What's a follow-on component?
Some of our courses include a follow-on component to be completed by the participant in their school context with the aim of transferring the new practice to their teaching and learning repertoire. These deliverables are included as part of the course hours and are designed to engage teachers in real ‘learning through doing’ leading to improvement in the skills and capabilities of teachers. This is an opportunity for you to have some time to take what you learned during the workshop and apply it to your own context and your own students. Details of the follow-on will be emailed out to all participants. The deliverables must meet the following Criteria:
- Product (this may refer to lesson plan, unit of work or other digital product)
- evidence of creativity;
- planning and/or design;
- incorporation of key ideas in the course;
- integration of technology; and
- a published/shared product that is appropriate to audience, purpose and context.
- Online Interaction
- peer feedback; and
- community building.
- Personal Written Reflection (200 words):
- Reflect on the learning experience gained by participating in this course, including the deliverables, OR reflect on your classroom practice (including a description of the pedagogical approach, delivery and implications for the future); AND
- Reflect on how you achieved one or more of the specified professional learning standards.
Bringing Computing to Life
Two day course on raising the bar in teaching computing.
This two-day “Bringing Computing to Life” workshop will provide a range of exciting strategies and resources for NSW’s four dedicated computing courses (IST, IPT, SDD and IT(MM)) that teachers can use directly in their classrooms to create inspiring computing experiences for their students.
Keywords: Secondary, STEM, STEAM, Creativity, Design, Digital Literacy.
CREATIVE VIDEO PRODUCTION: WITH IPADS
Using digital media technologies to enhance learning and teaching
Participants will explore a variety of video capture, movie making and animation apps on iPads to create video clips, and create a short video using Design Thinking as a creative approach to problem solving.
Keywords: Creative & Critical Thinking, Design, Digital Literacy, Cross-Curricular.
Creating innovative integrated multimodal texts for Stage 3 and 4 teachers.
Students are now finishing school in Year 12 using reading technologies that weren’t invented when they began Kindergarten. In this context, it is crucial that educators stay abreast of technological innovation as it happens so that we may continue to provide relevant and meaningful learning experiences for our students.
Keywords: English, Multimodal, Creativity, Design, Digital Literacy, Cross-Curricular.
Furthering STEM education.
The aim of this introductory course is to equip participants with skills and understanding to enable more effective teaching of aspects of the Engineering Focus of the Stage 5 Industrial Technology syllabus, but at a level that encompasses requirements of the Stage 6 Preliminary Engineering Studies course.
Keywords: Secondary, STEM, Creative & Critical Thinking, Computational Thinking, Design, Engineering