Blog 4 - Augmented Reality - Task 2
- isabellakaderavek
- Apr 1, 2023
- 2 min read
Week Five - Augment Reality
What is AR?
Augmented reality is defined "as a system that enhances the real world by superimposing computer-generated information on top of it" (“Augmented Reality,” 2006).
AR is a significant emerging technology becoming available to schools which promotes students to be creative in their thinking and work. Although AR seems similar to virtual reality, there are substantial differences. Augmented reality differs from virtual reality in that it allows its users to see the real world while interacting with virtual visual imagery at the same time, hence providing many potential uses for the technology (Billinghurst, 2002).
By using AR technologies in school, teachers have more opportunities to engage and motivate students, by providing experiences that would not normally be possible.
Using Monster Park to Foster Creativity
(Star Walk, 2019)
An example of an app that is useful for fostering creativity is Monster Park AR. Students can use this app in classes such as History or Geography to gain a deeper understanding of the features of dinosaurs, as they can see them up close and interact with them. Students in primary school could creatively use this app in a history class to make a creative video of them interacting with the dinosaur, discussing its features and what they know about it.
In research conducted by Kerawalla et al. (2006) it is discussed that AR apps have great potential for engaging and motivating students in a restricted school environment, allowing them to engage with ideas that are not normally possible. This highlights the importance that Monster Park has in fostering creativity as students would not normally have this experience.
Although this app is a useful and simple way to visualise AR dinosaurs in school, it is limited as students need to have access to a phone or iPad in order to access it, limiting its overall accessibility.
Usage in Class
ZapWorks
(Zappar, 2022)
ZapWorks is another example of an app that is fosters creativity in students. This AR app provides students with freedom of choice as there are many different ways they can use the app.
ZapWorks would be useful in classes such as English, History, or Geography. In Geography, students could make the cover image a country, and then add AR images that provide information on that particular country, allowing them to be creative in their design.
Although ZapWorks is useful in fostering creativity by provide freedom of choice and options, it does have limitations, as teachers may find it difficult to use and teach with. However, there are tutorial videos created by ZapWorks to combat this.

Example of my own usage.
References
Augmented Reality. (2006). Springer EBooks, 29–31. https://doi.org/10.1007/0-387-30038-4_10
Billinghurst, M. (2002). Augmented reality in education. New horizons for learning, 12(5), 1-5.
Kerawalla, L., Luckin, R., Seljeflot, S., & Woolard, A. (2006). “Making it real”: exploring the potential of augmented reality for teaching primary school science. Virtual Reality, 10(3–4), 163–174. https://doi.org/10.1007/s10055-006-0036-4
Star Walk. (2019, April 19). Monster Park – AR Dino World [Video]. YouTube. https://www.youtube.com/watch?v=2YOzZ24IvlU
Zappar. (2022, January 18). All AR. No Coding with ZapWorks Designer [Video]. YouTube. https://www.youtube.com/watch?v=mBHK3IIvDEM






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