There is an environment in which we live outside. Nature is a three-dimensional space and we have been learning in two dimensions from the first entrance to the school. In the past, we said that computer-generated 3D virtual environments could be used as an alternative, and we argued that virtual worlds offer many opportunities for teaching and learning, but are weak in providing a sufficient level of realism. Nowadays there is a concept we are all familiar with: Augmented reality. Augmented reality offers us unique opportunities combining physical and virtual worlds, and it is actually a brand new step in our learning life.
It supports continuous experience on interaction without changing the real world we experience, even providing a three-dimensional view inside the real world. That is, Augmented Reality allows users to see the real world and aim to complete reality without completely immersing them in a synthetic environment.
Augmented Reality generation isn’t always a brand new issue. It has been utilized in fields such as: military; medicine; engineering design; robotic; telerobotic; manufacturing, preservation and restore applications; customer design; mental treatments, etc. (Azuma, Baillot, Behringer, & Feiner, 2001).
By using virtual things where we cannot perceive information directly with our own senses, we can provide learning with the real world in ways never before possible. We can live a mathematical theorem, examine the anatomical structure of our brain, listen to Einstein’s theory of relativity, as you have seen in our portfolio. With Augmented Reality, we can move around the three-dimensional virtual image, view it from any viewpoint like a real object, and perform real-world tasks.
Augmented reality haspower to change how we use computers. Augmented reality makes the impossible possible and its potential in education is just beginning. Augmented reality interfaces offer seamless interaction between the real and virtual worlds.
If we consider some results in education life, we can say the following:
- AR and VR help improve teacher-student collaboration, as well as foster student collaboration and nurture teamwork.
- Augmented reality and virtual reality enable students to learn better information that they cannot understand with traditional teaching methods.
- These technologies include the gamification of fun and interactive learning. Students of all ages find virtual content very attractive, so they adapt better to the learning process.
- AR and VR minimize distraction by helping students understand concepts better and be more permanent in memory.
- Augmented Reality and Virtual Reality are not only future educational technologies, but also our present!
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