My COVID Story Competition

Appearition is excited to announce the launch of ‘My COVID Story’. A fun, new competition to beat the school holiday boredom blues and inspire young minds to share their experiences during the pandemic in a new and exciting way.

Students will be required to create an AR experience of their life under COVID. This may include something new they’ve learnt, how this time is making them feel, what they’ve missed, or something they’ve done that is different. The possibilities are endless. With Appearition’s EducART AR Studio they can create an experience that will be capture this time in history.

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The competition is open to Australian school kids of all ages across years K-12. The winning student in each age group will win a 2021 subscription to EducART Pro for themselves and their school. The top 5 students’ experiences in each age group will take home a published book with a full page feature of the winning experience plus 4 runners up from each age group will receive a quarter page feature.

The competition closes on 11th October 2020, so if you know someone who might be interested make sure to pass it on.

For more information on how to enter the competition head to https://educart.appearition.com/my-covid-story/ 

Appearition Insights with Jaime Donally from ARVRinEDU

In this interview, Appearition team members Mark Hillebrand and Brittney Smith sit down on the couch for an e-coffee with Jamie Donally from ARVRinEDU, to chat about immersive technology in education and the future of learning.

Jaime Donally is a former maths teacher turned instructional technology specialist. Jaime is passionate about providing new immersive learning experiences to staff and students. She provides staff development and training on immersive technology as an EdTech consultant.

http://vimeo.com/458779816

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If you would like to hear more from Jaime Donally and her work in the education industry you can find Jaime at:

ARVRinEDU Twitter Youtube

 

The Difference Between STEM & STEAM Education

Understanding the difference between STEM AND STEAM

combination of the subjects Science, Technology, Engineering, and Maths are collectively referred to as the acronym STEM. On the other hand, STEAM is the acronym for the combination of Arts in addition to all subjects from STEM i.e. Science, Technology, Engineering, Arts, and Maths.

Arts refers to subjects such as humanities, dance, language, drama, music, design, visual arts, and media studies. The primary contrast between STEM and STEAM, is that STEM solely centres on the subjects of science and the ideas of logic. While STEAM researches similar ideas, this technique does this through a practical approach to learning strategies utilised with the help of creative ways.

This generally appears as though students are working cooperatively to make an engaging concept or article that depends on the comprehension of a STEM idea. For example, the arithmetic of the parabola used to make compelling symbolism through artwork.

The idea of learning through the STEAM technique is not a new concept. Leonardo Da Vinci, convinced us about the significance of joining science and creativity to make new revelations. In a similar manner, Indigenous Australians have a long-standing convention of passing on various ideas and scientific knowledge in the form of songs and music. This is a classic example of the fact that science, combined with the creative arts, can result in wonders!

While both these methodologies follow a different approach, it is important for both students and educators to study and understand how each works.

Understanding the importance of STEM

Science and technology lead to the creation of new items and distinctive procedures that aid in a nation’s economy. The innovation with science education banks upon a robust data base in the realm of understanding the basics of STEM. Unmistakably, most occupations in the upcoming years will require an individual to possess an essential comprehension of maths and science. In spite of looking at these convincing realities, the average scores in mathematics and science among students are lingering behind others. Let us try to understand how STEM training can be extremely essential for the youth of any nation.

Innovation  and science is constantly venturing into each part of our lives on an everyday basis – making STEM a significant subject. Science lies in every field and occupation of our lives along with each action that we take in our day to day living. By introducing students to STEM while presenting them opportunities to analyse and investigate the knowledge and ideas related to STEM, they will propagate a new sense of enthusiasm for it.

Educational programs that are based on STEM have real circumstances to aid the students in the learning process. STEM offers a hands-on and minds-on experiences to the students. Making maths and science, fun and fascinating encourages students to enjoy education and explore a new kind of learning

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Understanding the importance of STEAM

STEAM training in schools offers individuals a chance to learn and create – utilising critical thinking and practical applications. These overall abilities are essential to growing a workforce that is prepared for the future that understands and owns the capability of tackling complex situations occurring in real life. This technique leads us to ’22nd-century skills’ – that are predicted to be around connection, care and culture.

There are a myriad of opportunities to provide hands-on learning coming up in schools and institutions around the world. These are better known as “maker spaces”. Each of these opportunities usually focuses on combining the skill of discovery, along with the learning process. They encourage the utilisation of science and tech assets, in order to achieve different phenomenal results, such as data art and gaming.

It’s fascinating to see such a significant number of STEAM ideas appearing in current mainstream society, motivating trust – especially among young women. Elements like Shuri’s character in the film Black Panther – the wise, imaginative and lively technologist – encourages individuals to move past the notions related to STEM embedded in history and embrace new ages of interdisciplinary pioneers.

Similar creative examination and assets completely understand the association between science, technology, engineering, arts, and mathematics, on the impact they have on one another. Educators who have adapted the STEAM learning technique usually observe the students discovering certain connections among various concepts. They also notice that the problem-solving skills of their students have enhanced visibly. Moreover, they strongly witness their students being actively engaged in the whole learning process, which is usually reflected with their expressions caught in experiencing varied moments of joy. 

If we adopt the learning technique of STEAM, we can challenge assumptions that all these territories of learning are independent and move ahead of the “I am acceptable at maths and science, so I am not imaginative” perspective. This will transform the way in which the world is perceived and generate a new thought process on being connective, multifaceted and comprehensive, along with an assorted variety of ideas, expressions, and thoughts. After all, that is exactly how things and situations work in real life.

Conclusion

Both STEM and STEAM are learning techniques that have been used by previous generations and will be embraced by generations to come. The most critical aspect of choosing between the two is understanding the needs and capabilities of an individual while making the right decision accordingly. Choosing the right approach will naturally lead towards a successful futuristic learning experience.

Find out how others are using our Immersive Learning solutions and access your free EducART trial here>> 

Education Digital Transformation Trends

Education Digital Transformation Trends 

There is no doubt that digital technologies make our life easier. Up until now, digital technology has been dominating every aspect of our lives, except for education. Times are changing, and digital technology is advancing to change the education sector for all the right reasons. The traditional learning environment is now enhanced due to the digital transformation that’s available.

In the 21st century, digital transformation in education is a necessity and the need of the hour. The benefits of technology in the classroom is valued by all educators across all levels of education.

The current digital trends are making rounds in the education sector and making a name for themselves. Digital transformation in the educational sector is already leading teachers to make drastic changes in the way of planning lessons, the physical appearance of the classrooms, and assigning assessments, at a much faster rate than expected. Or one might say, it was unexpected for educators to adapt to digital transformation so quickly.


Augmented Reality / Virtual Reality / Mixed Reality  

Today, it is hard to expect our students to sit quietly in the classroom and pay attention. Gone are the good old days, when students used to sit quietly and follow instructions. Teaching is evolving and is beginning to focus on a more interactive way of learning. Classes are beginning to become more collaborative and interactive with the introduction of educational technology.

Examples of transformative technology include; Augmented Reality, Virtual Reality and Mixed Reality. These technologies enhance the students’ experience of receiving instructions from the teacher, which helps in creating immersive lessons that are a lot more fun and appealing for the students. 

The idea of Immersive technologies is to bring the outside world inside and take the inside world outside. Virtual Reality and Augmented Reality technologies have the capability and potential to do the same. There are educational apps that allow students to travel to Greece of ancient times, while others apps allow students to go ahead with sharing the respective virtual creations with the outer world. Immersive technologies as a learning tool increases technological literacy, visual literacy, and attention skills, potentially transforming every classroom and enhancing the learning experience for students.

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Artificial Intelligence 

The use of Artificial Intelligence in ChatBots ensures that students answer all the questions related to the set homework, and can help in the case of urgency to understand the process of paperwork – such as financial aids and paying bills. Also, the use of Artificial Intelligence helps in easing the workload of the people, who otherwise have to go through the tedious process of explaining the same thing, individually to each student, whenever they have a query. 

These new technologies and opportunities are a fun and exciting way for students to learn. These advanced learning opportunities offer endless possibilities, in which otherwise would not be possible for the students to experience.

Augmented Reality for education and engagement in Retail

My car’s engine just popped out of my bonnet! As Melbourne, Australia hosts the latest Formula 1 Grand Prix, Mercedesme hosted an exclusive event for members of the Australian and international media. Participants met two of Mercedes-Benz’s newest cars, with a twist. Digital content was superimposed on vehicles so that a 3D engine emerged from […]

Young AR creators: Appearition’s workshop for school kids

Industry 4.0 is redefining the future of work. Technologies such as Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Artificial Intelligence (AI), Robotics are changing the future ways of working. For today’s students, it is vital to understand how these technologies work, for they are the future workforce, who are set to engage with these technologies.

We at Appearition believe that it is important to shape the thoughts of these future workers. As a part of our EdTech outreach series, Brendan and Arindam from our team conducted a workshop for school students in partnership with Real Time Learning (RTL). RTL is a social enterprise that provides students with the opportunity to learn from industrial partners.

Brendan and Arindam enabled the students to understand the basics of AR technology and its application in the industry. Using 8AR platform, the students got to create their own AR experience. Luke Kerr, Programme Director of RTL feels it is important for students at a young age to get an appreciation for how quickly things change. ‘Students in school are exploring AR content but very few have the opportunity to develop and create content. With an industry partner, it is so good for students to hear of the different use cases that the companies are partnering with their customers. This helps our students think more creatively on how they could use AR in the future,’ he adds.

Overheard at the workshop, a conversation between 14-year-old Gemma and 12-year old Ethan:

Gemma: ‘I thought AR technology would be like Tony Stark’s visor. This is actually very simple to use.’

Ethan: ‘Look, Gemma. I created my own AR experience using 8AR. Scan this image of my wallpaper and see what happens.’

(Gemma scans)

‘Nice! I wish we can scan all our favourite images to trigger an experience.’

‘If we can augment 3D overlay onto physical things, we can look at an image of an engine and see all the different components of how it works and instructions on how to build all the components into an engine. Using an AR headset, we can see the instructions alongside our actual work in progress in real time.’

Ethan: ‘When Brendan and Arindam showed us some demos, I realised that AR will help train people to do risky things. If they fail, they won’t hurt themselves whilst training!’

Students pick-up the ropes of technology faster than we imagine. Within an hour, Gemma and Ethan understood the enterprise application of the technology and how AR can impact workflow.

Appearition along with EdTech champions like RTL are making students future ready, one step at a time! True to our motto, enabling these students to succeed at creating their own AR experience made our day. We are already looking forward to hosting the next set of students!

Education: Then versus Now

Technology has evolved so much in the past few years that computers and have tablets have virtually replaced the traditional teaching aids.

Take a look at how it has changed in the past few years:

Shaping future minds

Disruptive technologies like Augmented Reality (AR), Virtual Reality (VR) and Artificial Intelligence (AI) are changing the face of enterprises as we know it. Appearition is constantly working towards educating young minds in these technologies and making them future ready.

Appearition along with our partners Real Time Learning and Epson was a part of a day-long session to educate kids between the ages 9 and 12 and provide an overview to their parents on Extended Reality (XR) (which covers the spectrum from AR to VR) – what is it all about and how one can use it.

The event was organised by ANZ bank for the children of staff over the school holidays in support of STEM (Science Technology Engineering Mathematics) workshops.

Sujanth and Brendan of Appearition provided guidance through the day, supporting hands-on learning with AR and VR.

A learning curve

Epson’s Dwayne Williams brought Moverio AR headsets to enable kids to experience AR. Several kids and their parents learnt in detail about the basics of the technology, its application and benefits.

‘Students experienced Virtual Reality and were amazed to see virtual structures outside of the gadget. We believe that when students get acquainted with these technologies, it helps provide a better understanding of potential careers when they grow up,’ says Brendan Ridge, Solutions Specialist, Appearition.

This is one of the many EdTech outreach programmes that Appearition has been championing in the recent times. We hope to inspire a lot more in the days to come.

Student AR creators: Appearition’s workshop for school kids

As disruptive technologies grow, thousands of jobs will be created, and several others’ skill sets will widen. Appearition has always believed that introduction to these technology concepts from school will better prepare students for a digital world ahead.

Among multiple such drives, Brendan Ridge of our team recently conducted an exclusive workshop for school students on the basics of augmented reality and an overview to our product 8AR – the content creation tool.

Appearition, in partnership with Real Time Learning (RTL), a social enterprise in enabling students to learn by doing – ran this one-on-one workshop. RTL helps students engage in Science, Technology, Engineering, Mathematics (STEM) and Entrepreneurship. As their industry partner, Appearition enabled these students to create their own augmented reality content. Furthermore, they got an overview of enterprise adoption of this technology.  Students get the opportunity to learn the application and scalability of the technology, explore developing their content and facilitate peer-to-peer teaching and learning.

A great learning curve

‘Through these workshops, students are enabled, empowered and engaged. It enables them to learn by doing, empowers them to be able to explore solutions in real-life and engages them with skills of future,’ says Luke Kerr, Programme Director, RTL.

‘We taught the students to shoot green-screen videos, understand how AR will enhance a process in industries; create their own AR experience (content) on Appearition’s Experience Management System (EMS). We believe that these workshops give an insight into cutting-edge technology; enables them to come up with solutions for real-life,’ says Ridge.

With industry 4.0 rewriting the skillsets of existing jobs, Appearition and EdTech champions like RTL are making kids industry ready with exposure to such technology. These collaborative industry training kindles students’ creative thinking and nurtures the roots for future entrepreneurs.

 

How will technology shape learning?

A look at the trends and impact of digital transformation and possibilities of AR in education and training

Technology has become an imperative part of education in the past decade. The introduction of immersive technologies meant interactive classes and unparalleled experience in learning. A study conducted by Justin Tosco, a master’s student at Saint Catherine University, shows that students prefer lessons that use technology.

The study found that there was 16% accuracy in short answers and increase engagement for students taught with the aid of technology.

We are currently living in a fully-digital world with average adults spending over 5-7 hours a day on the internet. And Generation Z – a popular name for today’s school-going kids, have grown along with this digital boom. This makes them quite familiar with the use of technology in everyday activities.

Research by Geer and Sweeney (2012) showed that the use of a variety of media applications to explain concepts increased the understanding and supported greater collaboration between students.

AR provides an efficient way to represent a model that needs visualization. This immersive technology provides seamless interaction between the real and virtual world. Furthermore, it facilitates field visits within four walls, thereby increasing visual retention.

Some key benefits of adopting technology in education:

  1. Improves knowledge retention (taps the potential of visual memory)

    Students learn multiple subjects at school and need to remember them all. Technology like Augmented Reality and Virtual Reality bring content to life. Studies suggest that visual memory appeals to mind within 0.01 second! Students learn as they see, thereby sub-consciously retaining knowledge.

  2. Induces interest in students (provides the wide platform for students to self-exploration)

Generally, teaching is believed to be the mode of acquiring knowledge or learning. Immersive technologies facilitate self-learning, in a fun and engaging manner. Subjects like History, which are narrative and quite visual, can be easily learned through these.

  1. Facilitates holistic learning (caters to visual, auditory and speech sensory)

As a study rightly says, use of technology involves real-world problems, current informational resources, simulations of concepts, and communication with professionals in the field. In addition, learning using technology is believed to complement the traditional forms of teaching and learning. This promotes the visual, auditory and speech senses simultaneously.

  1. Reduce classroom disruption (aids students with limited attention span, engages a big class)

Learning and paying attention to new concepts are challenging for children with autism, down syndrome, etc. AR and VR have proven to improve their attention span, aid in expressing their self and improves their interactive behaviour. Furthermore, these technologies act as students’ centre of attraction, thereby reducing any possible distraction.

  1. Improves mastery of abstract subjects (theorems, certain chemical compounds, food chain)

Learning about obtuse triangle or explanation of food chain through mere theory makes a student’s life difficult. These are abstract concepts and are understood better when demonstrated. Augmented Reality and other similar technologies bring such abstract subjects to life with their overlay and video demonstration capacities.

  1. Visualisation of theoretical concepts (Eg: air pressure, Archimedes principle, types of clouds)

Learning by viewing animated objects leads to better understanding and simplifies what is taught. Immersive technology such as Virtual Reality can enable students to feel or experience some theoretical concepts like air pressure, or the working of Archimedes principle.

  1. Simplification of complex subjects (table of elements – their qualities, geometric formulae)

We have discussed on technologies ability to simplify learning. Let us understand this further:

The introduction of powerpoint slides or projectors meant students had a visual aid to break-down important points while being taught. Whereas, some of these technologies weren’t accessible always and by all students. With high levels of mobile penetration to Gen-Z, today’s technology like 3D learning, AR, VR, MR and AI are all accessible at the touch of a button on a mobile.

These technologies enable re-visiting and learning a concept at an individual time and pace. They further act as a personal tutor for students, walking them through every step.

  1. Objectification of content (providing a direction to what is being taught)

History and Civics are two subjects with relatively easy concepts to understand but can be quite monotonous if learnt theoretically. Use of technology in such subjects enable objectification of content and provides a skeletal frame to what is taught. For instance, when learning about legislature or an assembly, students can play-out scenarios of a majority, coalition or stages in creating a law. These are effective methods of teaching and enables them to grasp concepts better.

Advantages of AR in Education

  • Supports seamless interaction between real and virtual environments and allows the use of a tangible interface metaphor for object manipulation
  • Provide instructors with a way to strengthen students’ understanding in the classroom by augmenting physical props with virtual annotations and illustrations
  • Creates a learning experience that is linked to the formal classroom, so that student(s) can learn outside of class hours and outside of school limits
  • Enables the visualization of interactions among amino acids and protein building processes as static 2D/3D images and 3D dynamic images (animations)

(Source: University Teknologi Malaysia Research)

Applications in medical training

AR and VR are widely being used to train medical students in a number of ways. VR can be leveraged in training medical students and residents on procedures for a more truly immersive experience before engaging with real patients.

For patients, these technologies can speed education about conditions or treatment plans.

Use of virtual cadavers in anatomy training is one specific example, which can be extended to practice sessions with an AR-enhanced smartphone.

(Excerpts from Deloitte Digital Trends report)

The University of Twente, Netherlands is developing an economical smartphone technology based on the usage of Simultaneous Localization and Mapping (SLAM) and Augmented Reality (AR). This technology enables medical personnel to reconstruct 3D body sections quickly, by directing the smartphone to the area of interest.

Subject wise application:

Subject Purpose of the technology Features used

Chemistry

Provides an efficient way to represent and interact with molecules AR exhibits

Chemical engineering

Using a glass tabletop laden with coffee mugs and popsicle sticks, students rearranged the objects in a recent teaching exercise to simulate reactions in a real-life, sprawling chemical plant. Projector, AR table-top, QR coding

Mathematics

Aides teaching geometry, shapes, area etc AR and MR

Geography

Facilitates virtual tours; enables visualising different flora and fauna. To a certain level, immersive aspect lets students experience air pressure or view how a water cycle is complete. AR, VR and MR

History

To gather information and enhance the experience of visitors to cultural organisations (museums and archaeological sites) Mobile AR educational games

Biology

To teach participants that habitats are connected like links in a chain (food chain)
Facilitates students to view micro-organisms and their characteristics without the help of microscope (to an extent)
AR

Physics

To overlay graphics on top of the physical props to visualize these forces (speed, velocity, acceleration, pressure, friction, energy changes) invisible to the human eye Augmented video, video conferencing, tracked physical props (e.g. toy cars)

Architecture

Enables 3D visualisation and walk-throughs of cites;

helps assess structural worthiness, measure area and volume;

aides error correction in draft plans easily with its layered approach
from lighting to flooring to foundations – it will also let designers test out environments before actually building them

AR, VR and MR

Astronomy

To show augmented views of the celestial bodies and support learning using spatial visual guides and views from a terrestrial observer AR and VR

Medicine

Enables complete learning of body parts from the external skin to internal organs;
facilitates in learning more on surgical points;
virtual cadavers help students overcome the fear of surgery;

virtual reality provides medical and dental students a safe and controlled environment to practice surgeries and procedures, allowing them to make mistakes without having any impact on an actual patient, and prepare for any unexpected situations.

AR for body over-lay

Holo-lens assisted surgery in VR

MR

Journalism

Will aid in separating verified and unverified news information;
news aggregators will also help identify a breaking news through social media and other related uploads before the first official news is out.
AI

 

The way forward:

Technologies such as AR, VR, MR, AI etc are fast changing the face of learning and education. Integration of these technologies benefits teachers along with students. With the aid of technology like AR, visualisation of subject matter improves. Teachers can impart knowledge and facilitate learning in a simple way.

Use of technology in learning should be focussed on student centred learning. As observed earlier, these have vast use in almost every field of work. These technologies have become the new basic skillset to work around just like emails and mobile apps.

Businesses are adopting AR and VR to enhance processes. They have proved to save time, cut costs and increase efficiency.

As disruptive technologies grow, thousands of jobs will be created, and several others’ skill sets will widen. Introduction to these technology concepts from school will better prepare students for a digital world ahead.

 

With excerpts from 1, 2, 3