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Mehrasa and I recently joined Eric to help him with the AR (Augmented Reality) and VR (Virtual Reality) demo slam at the University of Fukuchiyama for Open Campus 2017.
The AR and VR experience area included:
- Eric’s ARientation cards (available at here)
Eric has two sets of cards, one is in A4 size and the other in A6.
Students were asked to install BlippAR on their smartphones to be able to scan the A4 size ARientation cards, which were hung on the wall. Some codes were overlayed in an image or video format on the cards to be used to unlock a cipher with mission accomplished signs inside.
Eric also demoed some of the A4 size ARientation cards by using a special camera. A number of the cards were overlayed with some keywords such as change, better world, and tackle inequality, and we took some screenshots while I was trying to scan them.
- Google Cardboard, which is a piece of cardboard that turns a smartphone into a VR headset
- Cameras to take 360 degree photos
- HTC Vive, which is a virtual reality headset developed by HTC and Valve Corporation
Students tried HTC Vive by exploring some Google Earth VR demos, which provided opportunities for practicing English through explaining what they could see in the virtual world.
Eric is thinking of mixing AR and VR for his future projects and demos, and I am very much looking forward to it! 🙂
Photo created by Canva
As Aaron Hogan truly tweeted, “Twitter is not going to change your life, but the educators you meet there will!” Recently, I have become active on Twitter and had the chance to get connected to teachers, researchers, and educators from different parts of the world! This is how I got to know Phil Longwell, also known online as ‘Teacher Phili‘. He kindly invited me to write a blog post for the IATEFL Learning Technologies Special Interest Group (LTSIG).
Together with Mehrasa, we wrote a post on Mixed, Augmented, and Virtual Realities (MAVR). We first defined MAVR, and then introduced some apps that help teachers bring MAVR to their classrooms. Following that, we shared our experience using BlippAR, an AR application, to augment poster carousel tasks in our blended English course (Osaka University Global English Online). Finally, we introduced the JALT MAVR SIG, which aims at promoting MAVR technologies in teaching and learning, especially in language education.
You can read our blog post, titled “How to Bring Mixed, Augmented & Virtual Reality to Your Classroom”, here.
MAVR team had three demos at the Asian Conference on Technology in the Classroom 2017 (ACTC2017) in Kobe, Japan.
- MAVR (Mixed Augmented Virtual Realities): The Future or a Fad?
- Augmented Reality Design Principles for Informal Learning
- Mixed Reality Gaming Session
In our interactive poster presentation and technology-enhanced learning session, Eric, Mehrasa, Erin, and I showcased some Augmented Reality (AR) and Virtual Reality (VR) applications, such as Aurasma, Blippar, Google Expeditions, and we also introduced a number of resources on the integration of MAVR in English language education; for example, Paul Driver’s learner-generated AR realia. Moreover, we discussed a variety of case uses of AR in informal learning environments (e.g., TEDxKyoto, refer to ARientation Project YouTube channel for more examples).
In our mixed reality gaming session, the audience worked in group to solve a series of puzzles and adventures using virtual (Google Cardboard) and augmented reality (Blippar) technologies in an augmented reality enhanced learning environment. We first introduced Fukuchiyama AR Rally 2017 as one of the case uses, and then the audience went through some of its steps to accomplish the mission.
You can join the MAVR Facebook group to watch a video of MAVR team’s activities at ACTC2017, created by Eric.