Use augmented reality in speech development lessons in elementary school. Modern problems of science and education Amended reality in education

Successful projects allowing the use of augmented reality technologies in education, quite a bit. Here are some successful examples:

PhysicsPlayground. - A physics allowance, which is a three-dimensional environment with which you can improve the knowledge of the structure of the Universe.


Dow Day. Combines the modern plan of the University of Skinsinsky with what happened there in 1967. Students, teachers and university guests can witness a shares against War in Vietnam, watching it through their own smartphones.


Elements 4d. - A set of 6 cubes, on each of which depicted a chemical element. If you bring the smartphone camera to the cube, it will be glass on the screen, and a sample of a substance appears inside.


Despite the visible effects and effectiveness of solutions, there are a lot of problems. First, there is no technological base, software development standards and applying augmented reality technologies. Secondly, it is inconvenient to bring a gadget to the marker and keep it for a long time. If you need "smart" glasses to use the application, another complexity occurs - their increasingness.

Now the supplemented reality is at the stage of getting rid of the illusions: the shortcomings of technology are detected, enthusiastic publications are becoming less and less, but work on errors is beginning. About how this industry will develop and what is useful to education, I learned from the staff of the leading agencies.

Oleg Yusupov, head of Maas Agency:

Maas Agency. - Industry Marketing Agency, which solves the problem of positioning, product presentation, or service in an innovative digital format, and also introduces digital architecture solutions.

While we can not say that thanks to this decision, the school saved so much money, a supplemented and virtual reality will remain a niche market. You can only talk about isolated cases - first of all, it concerns virtual reality. For example, the Discipulus project opened in the University College of London allows you to create "medical avatars" patients collecting information from wearable sensors. Treatment courses can be tested directly to them before starting to treat the patient himself.

In virtual reality, it is necessary to solve many moral dilemmas. It is psychologists that most often use the empirical material of virtual reality and actively use the capabilities of simulators. Many psychotherapists opened cabinets in Second Life, where they are successfully treated patients.

People begin to feel the ambient space in a new way. It is best to be visible on the example of small children for whom the magazine is "this broken iPad", and the interaction with the default TV should be gesture.

Ivan Yunitsky, Creative Director Maas Agency:

If you judge objectively, the market of augmented reality in education is at the infinity stage. The main problem is the minimum interaction of those who develop technologies and implement them into training. Among the reasons you can call the lack of financing educational institutions and a low level of awareness of the effectiveness of such technologies.

While virtual and augmented reality technology is most actively used in medical education. There are many programs that simulate the inner structure of the body, nervous and blood system, etc. The effectiveness of such a training format has been proven for a long time: a person perceives faster and remembers visual images better.

Denis Ponomarenko, ORDINLAB head:

Ordinlab. - Engineering team, founded in 2014, engaged in IT-technologies in the field of education and business. Today, 12 projects in the field of augmented reality and interactive installations are implemented.

If we talk about the near future (2-4 years), we will be waiting for the boom technologies of augmented reality in printing. It will be possible to simply bring the smartphone camera to the tutorial page and get a colorful 3D model of the Borodino battle, a historical summary, important facts. At the highest levels of education, such technologies will be useful to scan complex technical units and create visual benefits to work with them.

In the distant future (10-15 years) we will see the combination of virtual augmented reality: people will sit still and simulate entire universes with wearable gadgets. Companies that develop similar products in Russia are too hurry to create a headset of augmented reality now. So far, technical progress does not allow you to create just such wearable gadgets that the consumer wants to focus on developing and testing software products for mobile devices. It is necessary to show that it really works that it helps to receive information in a new and convenient form. Then you can go to a new stage: the person will be ready and will accept it as proper. At the same time, the user must take direct participation in the development - in the end, it is to use it.

One of the most popular directions for the development of virtual and augmented reality is education. There are many different options for the use of modern technologies in this area - from simple school tours through an ancient Egypt in geography lessons before training specialists to work at an ultra-speed train or at the space station. Dmitry Kirillov, the head of Vrar Lab and Cerevrum Inc, shared their comments on what opportunities for virtual reality.

Pluses of using VR in education

The use of virtual reality opens up a lot of new opportunities in training and education, which are too complicated, spent in time or road with traditional approaches, if not all at the same time. The five main advantages of the application of AR / VR technologies in education can be distinguished.

Visuality. Using 3D graphics, you can show chemical processes detailed up to atomic level. And nothing forbids to delve further and show how inside the atom itself, the core is divided into a nuclear explosion. Virtual reality is capable of not only to give information about the ball, but also to demonstrate it with any degree of detail.

Security.Heart surgery, super-speed train, cosmic shuttle, fire safety - can be immersed by the viewer in any of these circumstances without the slightest threats to life.

Involvement.Virtual reality allows you to change scripts, affect the course of the experiment or solve the mathematical task in the game and accessible to understanding. During a virtual lesson, you can see the world's world with the eyes of a historic character, go on a journey through the human body in a microcapsule or choose a loyal course on the Magellan ship.

Focusing. A virtual world, which surrounds the viewer from all sides to all 360 degrees, will fully focus on the material and not distracted by external stimuli.

Virtual lessons.The first person view and the feeling of its presence in the painted world is one of the main features of virtual reality. This allows the lessons in the entire virtual reality.

VR formats in education

The use of new technologies in education assumes that the teaching process must be rebuilt accordingly.

Full-time education

Virtual technologies offer interesting features for transmitting empirical material. In this case, the classic learning format is not distorted, as each lesson is complemented by a 5-7-minute immersion. A script can be used, in which the virtual lesson is divided into several scenes, which are included in the desired lessons. The lecture remains, as before, the structure-forming element of the lesson. Such a format allows you to upgrade the lesson, involve students in the educational process, clearly illustrate and consolidate the material.

REMOTE EDUCATION

When remotely learning, the student can be at any point of the world, as well as the teacher. Each of them will have their avatar and personally attend a virtual class: listen to lectures, interact and even perform group tasks. This will make it possible to give a feeling of presence and eliminate the boundaries that exist when learning through video conferencing. Also, the teacher will be able to understand when the student decides to leave the lesson, since the Oculus Rift and HTC VIVE helmets are equipped with a light sensor that allows you to recognize, using a helmet at the moment or not.

Mixed education

In the presence of circumstances preventing attending classes, the student can do it remotely. For this, the class must be equipped with a camera for shooting video in 360-degree format with the ability to broadcast video in real time. Pupils attending a lesson remotely can observe what is happening in the first person class (for example, right from their place), to see their classmates, communicate with the teacher and take part in joint lessons.

Self-education

Any of the developed educational courses can be adapted for self-study. The lessons themselves can be posted in online stores (for example, Steam, Oculus Store, App Store, Google Play Market) so that everyone has the opportunity to master or repeat the material on their own.

Cons VR use in education

However, while the use of technologies and the devices themselves will not be as complained as possible, there will be consists and potential problems of using virtual reality in education.

Volume. Any discipline is quite voluminous, which requires large resources to create content to each theme of the lesson - in the form of a full course or dozens and hundreds of small applications. Companies that will create such materials should be prepared to develop a fairly long time without the possibility of making it up to the exit of full sets of lessons.

Cost. In the case of remote learning, the load on the purchase of a virtual reality device falls on the user, or this device can be his phone. But educational institutions will need to buy sets of equipment for classes in which classes will be held, which also requires significant investments.

Functionality. Virtual reality, like any technology, requires the use of its specific language. It is important to find faithful tools to make content visual and involuntarily. Unfortunately, many attempts to create educational VR applications use all the possibilities of virtual reality and, as a result, do not fulfill their function.

Example: Physics lesson in VR

In order to verify the effectiveness and viability of the use of virtual reality in education, Vrar Lab has developed an experimental lesson in physics. 153 people took part in the study: adolescents 6-17 years old, their parents and relatives. After viewing the participants asked to answer three questions: how well the training material is digestive, submitted in this way; What is the attitude of children to learning in virtual reality; What school subjects (according to schoolchildren) are preferred to create lessons in virtual reality.

The lesson was devoted to the subject of electric current in the simplest electrical circuit. Owing glasses, the user turned out to be in the room in front of the table, on which the simplest electrical chain was visualized. Further, the user fell inside the conductor, where he was to study its structure (visualization of the structure of an atom, crystal lattice, conditional imaging of the electric current flow in a bundle with a power source). The lesson is designed for six students, accompanied by a teacher's lecture and lasts from 5 to 7 minutes.

After a lecture, respondents filled the questionnaires.

Material assimilation and attitude to the lessons in VR

The respondents were invited to respond to three closed question questions: which of the listed particles is not an atom particle; What is the kernel of the atom; What a particle is responsible for the transmission of an electric charge. The result was excellent - only 8.5% of respondents did not learned the material.

As for the attitude to such lessons, according to Vrar Lab, 148 respondents from 153 (97.4%) would also have the further use of virtual reality technologies in school lessons, and most of the physics and chemistry as disciplines.

In general, the experiment conducted by Vrar Lab showed the success of VR in education. Modern technologies, despite the long way of development, are still young, but still virtual reality is the next big jerk in the development of the education sphere. And in the near future we have to see many interesting discoveries in this area.

Using technology "Augmented reality »in modern education

To date, the technology of augmented reality was widespread in various fields: the Internet, marketing, tourism, multimedia, science and technology.

Despite the unusual definition formulation, "Augmented Reality" has long entered our lives. The history of augmented reality today has to date for about 20 years, from the moment of describing it as a continuum by Paul Milgrom and Fumio Kusino. Augmented reality is represented as a space between reality and virtuality, along with a supplemented virtuality. The technology of augmented reality is to apply to the real image obtained by video or webcam, virtual objects. For example, when television broadcasting athletics competitions, viewers demonstrate photofinish - a photo with lines that determine the position of athletes. These lines are primitive objects of augmented reality, because they provide additional information, making a real image more informative.

Technology "Augmented Reality"does not bypass party education and currentlyusedsuperference in the process of studying the disciplines of the natural mathematical cycle, which is an objective necessity and the need for the development of cognitive processes of modern students and students.The introduction of modern virtual learning to the education system is the most important condition for the enhancement of the training effect, which is the interactivity of 3D modeling and using the effect of augmented reality. Having a set of paper markers at any time, we can submit an educational object at any time not only in volume, but also to do a number of manipulations with it, look at it from the inside or cut.The relevance of the implementation of the technology of augmented reality into the educational process is that the use of such an innovation means will undoubtedly increase the motivation of students in the study of computer science and other disciplines, and will also increase the level of learning information, synthesizing various forms of its presentation. The huge advantage of using the technology of augmented reality is its visibility, information completeness and interactivity.

Despite the huge functionality, the technology of augmented reality is easy to use and is available for the multi-age audience of users, but requires new developments and in-depth study of new problems. However, with proper development, this technology is able to satisfy a wide range of educational and cognitive needs of schoolchildren and students.

Also wide functionality provided by the advanced reality technology is available for both the teacher. Applying this technology, the teacher can convey the material necessary for studying in a more interesting and accessible form, building a lesson based on exciting games, demonstrations and laboratory work. Convenience of using virtual 3D.- The objects simplifies the process of explaining the new material. At the same time, mastering the technology of augmented reality, the level of information literacy of the teacher and students is increasing.

For example, studying the topic "Computer architecture" in the computer science lesson and using instead of real parts 3D.-And augmented reality, each student has the opportunity to get acquainted with each computer device, get an idea of \u200b\u200bits technological structure and features. For such classes, the teacher must have: Ready 3D.- Models developed in Wednesday 3DSMAXor other modeling programs; webcams, controllers of augmented reality; The recognition program of markers of augmented reality in digital or analog variants; Demonstrations, such as projectors, screens, interactive boards.

One example of using the "Augmented Reality" technology is the company's products.Smart. TECHNOLOGIES.. Technology, in this case, is implemented by the synthesis of an interactive boards.Smart.SoftwareSmart. Notebook., Camera DocumentSmart.and Cuba Augmented Reality. Integration with SMART Notebook software allows you to capture images and immediately add them to the digital lesson page. Pupils can operate animated3D objects, for example, a student can withdraw a 3D image with a cube of augmented reality and demonstrate its class from all sides by moving the cube in front of the camera lens. Software support SMART Notebook provides additional content to the lesson files. The tools of augmented reality support multiple common formats of 3D objects available in various content libraries. Thus, the use of the "Augmented Reality" technology will increase the efficiency of the educational process and interest in the study of the natural-mathematical cycle disciplines.

Literature

1. Smart. Education."How to use augmented reality in education and training personnel" http://www.smart-edu.com/augmented-reality-inlearning.html

Sections: Primary School

We no longer think of yourself without gadgets, gradually replacing live communication in social networks. The Internet language is a special language using symbols, symbols, emoticons. And as a result, many students cease to read, and, as a result, the ability to logically, figurative, emotional speech decreases.

It is quite clear that it is impossible to turn the existing trend, which means that it is necessary to use the interest of students to information technology to stimulate their cognitive activity.

What is augmented reality? This is the result of introducing in the field of perception of any sensory data in order to add information about the environment and improve information perception. In our work, we used marker technology: when the marker hit, a 3D object appears on it in the camcorder. To create a project of augmented reality, graders 11 studies were attracted, and the EV Toolbox program (ELIGOVISION.RU) was used.

To create projects, you can use any program of augmented reality.

Using the projects of augmented reality, we conducted integrated speech and mathematics development lessons, as well as made a virtual formulation of the Gus Swan Gus, which was the first step in creating a virtual theater. For the production, we took the scenario of the Gus-Swan Tale of Oley Emelyanova, added a storyteller. The author of the text was very lively and fun able to pass the content of the Russian folk fairy tale.

To carry out lessons and theatrical presentation, it took a projector with a screen, a laptop (or a computer with a video camera) with the EV Toolbox and projects installed.

For an integrated lesson, three-dimensional figures were created by students of grade 11 using the Blender 3D program.

Eleventh graders prepared a playing field with empty squares, markers with figures, as well as cards with examples for oral account.

At the beginning of the lesson, the teacher proposed to carry out an unusual mathematical workshop. You can enable any tasks for the oral account: on knowing the multiplication table, division, examples for addition and subtraction. The student, who correctly called the answer, went to the playing field and exhibited the figure on it.

If the teacher wants the figures to stand on a certain place, then you can put cards with correct answers on empty squares. Students will change the card with the correct answer to the figure.

After the warm-up was finished, and the figures stood in their places, the teacher offered to come up with a small fairy tale (history) using the figures on the playing field.

In this lesson, children can work one by one, in pairs, groups.

After completing the task, the student went to the playing field and told his fairy tale. The rest of the students helped from the scene, if it was necessary, suggested their story in the development of events, moved and changed markers in places. The whole game was visible on the projector.

The guys were looking forward to the second lesson of speech development, repeated the multiplication table to answer correctly and go to the playing field to put a figure. They thought the guys and about the plot of a new game (various options for plot lines appeared).

In the second lesson, students crashed into groups. Each group prepared his story, and the representative of the team went to the playing field and told the story, members of the group moved markers on the game field.

We have spent several lessons in speech development using augmented reality, and the guys composed with great enthusiasm and told their fairy tales.

Last year, we took part in the city project "Workshop Tales". In the process of preparing for theatrical presentation, third graders studied the traditions and customs of the Russian people in the lessons of the surrounding world, literary reading and in extracurricular time.

The roles were distributed between students of the third grade, and the guys with great enthusiasm learned the words of heroes in anticipation of the extraordinary execution of the fairy tale.

As soon as the markers with the heroes fell into the camera lens, and the 3D image appeared on the screen, the fairy tale began. Moving a marker according to the playing field, the guys moved the heroes, managed their appearance or departure from the scene. The process is very interested in children. The audience was also interested to monitor the heroes and the events unfolding before them.

As a result of the work done, it was possible to increase the cognitive activity of students. The guys did not just voiced the finished roles, but also gained in images.

Children received excellent work experience in the team.

What future is waiting for training? What will the class classes look like? New technologies, such as cloud computing, augmented reality and 3D printing, lay such a future for the education system that we can only submit. In any case, we have from what to repel. Let's imagine.

It is worth noting that we cannot be sure of 100%.

We are still waiting for a storm augmented reality in our world. On the Google Glass, Oculus Rift approach and other curious things that will bring the taste of augmented and virtual realities in our reality.

It is expected that devices, similar to those we listed, will surprise the public with their capabilities, allowing users to lay information on what they see, through contact lenses or glasses. Currently, access to the technologies of augmented reality in educational purposes is limited for mostly applications for smartphones.

For example, the Sky Map application allows you to study the night sky in search of constellations, however, it will take a long time before integrating such applications. There is not enough solid system. Augmented reality should be tightened and have prompts for all cases of access to real objects.

Using Google Glass and other similar devices, which are about to appear in free access, students will be able to explore the world without having to be distracted.

New way of learning

In addition, gigantic opportunities for remote learning are opened. Look at on, for example. Teacher physics, Andrew Venden Hewwell from Switzerland, broadcast all what is happening inside the tank through Google Glass for his students for thousands of kilometers. They saw everything as he saw. The HANGOUT function here is especially useful for team collaboration when performing projects and tasks.

In other cases, students can see additional interactive information, such as historical artifacts, to learn more about their history. Advertising can also be transformed if the glasses will recognize the images in the real world and interact with them.

2. 3D printer


What could be the best gift for your 10-year-old son than the LEGO set? For example, a children's 3D printer. Such a thing should be in every class. Pupils of the future will be able to print any desired 3D model for a variety of tasks.

Young engineers and their teachers are the best example of people who need 3D printing when learning. In Minneapolis, one of the schools already acquired a Dimension BST printer, with which students create designer prototypes.

A 3D printer allows you to create a working mini-model (and not necessarily cut off with it with a padzik of plywood) to check the engineering structure, so students can hone their skills to the smallest detail. Today, possessing CAD programs, any student can save a lot of time and money if you complement your 3D printer equipment.

Let's not forget that 3D printers are constantly falling in price, which means that they will soon become accessible to everyone and everyone. In addition, physical models develop abstract thinking (all in the chemical class were visual molecules?), So, if you print the physical version of the structure, schoolchildren will be able to better understand what they deal with.

3. Cloud computing

Maching in the style of "My dog \u200b\u200bate my homework" will not ride with teachers of the near future. Cloud technologies are developing, and very soon, all aspects of our life, including education, will be subject to change. In the class of future, schoolchildren simply need an electronic device that will provide access to homework and other educational resources in the cloud. No heavy textbooks, no "forgot your diary," all materials will be available until there is a connection to the Internet.

Such convenience will provide students with some freedom, because it is possible to work on projects both at home and in any other place. "Home" work will not be so homely. The digital library will be available even in the absence of this library.


Cloud computing tend to virtualize the classroom. Schools can use cloud technologies and create online training platforms. It is enough just to enter the system and attend classes in a virtual environment.

Take, for example, the concept of a cloud virtual training environment (VLE), which allows students to gain access to the learning content and take part in discussions on the forums. Tasks or tests can be easily distributed throughout the class, minimizing the need to physically present students, but encouraging cooperation and discussion; Teachers will be assigned another channel.

4. Social Networks Online

Numerous universities have already registered in the Second Life virtual world to provide students with an online platform to communicate with each other. Being a large part of the cloud platform, such social networks allow students to focus on learning and freely discuss ideas, while teachers will act as moderators.

An important role in all of this is given to teachers, teachers and professors who can act as a guide, helping with the answers and asking questions, instantly downloading information to the cloud environment. Another advantage is that it serves as an excellent feedback tool. Socio-oriented approach in future education can be the basis.

5. Flexible displays

The conduct of abstracts still works, especially during lectures, but shifts from paper to laptops, netbooks and tablets. As education is becoming increasingly digitized, it is safe to say that in the future the paper will go back to the background. How to save her convenience?

The answer may be flexible OLED displays. Similar to ordinary paper, these displays will be lightweight, flexible and incredibly thin. They can be collapsed into the tube or stall.

Unlike ordinary paper, these plastic electronic documents are not only durable (they simply cannot be broken), but also interactive. Swiles, tapes and tweezes will help to reveal all the amenities such paper.


Here, for example, digital paper from Sony, which weighs only 63 grams. Laptops and smartphones do not even at the notes do not suit such mobility.

6. Biometrics: eye tracking

Another technology that quickly conquers recognition is biometrics. Conditionally biometry is usually associated with a security sphere, since it uses what is unique for each of us: fingerprints, face recognition, voice, retina. From the point of view of education, the institution could use fingerprints to prevent strolls and when issuing books from the school library.

However, eye tracking can also be useful, for example, by providing invaluable information for teachers. This is a visual image of how a student absorb the information and understand the content. In advertising, the same studies help determine how users react to the ad and which specifically takes their attention to them.


Similarly, this form of analysis can be used to determine the effectiveness of the course or learning style. Mirametrix, for example, uses his S2 Eye Tracker to assess the quality of students' training due to where they look during class.

Inexpensive alternatives are embodied in the form of Eye Tribe for Windows and Android, so there is only a matter of time before these data will use teachers.

Data can be organized in such a way that each of the students it is convenient, that is, in accordance with its learning style. On the other hand, eye movement models can also determine the delivery of content and identify problems before they occur. For example, in the wrong supply of the material.

7. Multitouch Displays

Over the past few decades, many have seen the appearance of video projectors in schools, as well as the transition from a conventional chalk board to a white board. It is quite possible that the next step will be something associated with smartphones and tablets. For example, the next "board" may well become a giant sensory LCD screen that allows greater interactivity. The main difference between our current sensory devices and such a board will be that it will allow you to enter data from several students.


And instead of the traditional board in the class, there may be analogue of Samsung SUR40 for Microsoft Surface, a giant tablet in the shape of a table. Students or students can sit around such a tablet tablet, work with the contents and drag images as easy as making notes using a virtual keyboard.

8. Learning playing

Today, children growing in the world connected to the Internet suffer a lack of attention concentration. It is not surprising, since since childhood YouTube, VKontakte and smartphones are downloaded by 24/7 updates, and also provide all the answers on request in Google or Wikipedia.

To satisfy the rapidly developing generation, schools will ultimately have to abandon traditional cavity methods. Now it is important not to know the arrays of information, but to know where it can be reached - and there are posses and cons. However, there is one way that allows you to combine pleasant with useful: video games.

Kinecteducation, for example, represents a single Internet community for interested teachers and students who want to use Kinect for educational purposes. From the best examples - learning the language of gestures and games on the guitar using Microsoft hardware.

Another example. Professor from Washington University teaches its own class, using Kinect, Wii Remote and Playstation Move. A good level of interactivity is fascinating students and students, and the information, thereby absorbing better.

Another approach used by teachers is directed not on gameplay or interactivity; He emphasizes how students can learn in the process of studying the creation of games. The main idea in Gamestar Mechanic is to train students with basic game creation skills (without programming difficulties) so that they can create their own games, and thereby teach their language, systemic thinking, solving problems, writing scenarios, art and other things.

Schoolchildren teach the design, playing the game where they themselves act as young beginner designers, passing quests, missions, etc. For certain remuneration (zones in which you can create your own games). Almost no different from the role-playing games of modernity.

This shows how teachers can move away from traditional teaching, and students are enjoying learning. It is possible that in the near future, children will consider learning fascinating and exciting. It would be nice.

Education outside the class

In the future, education may not be limited to formal institutions, such as schools and courses. Augmented reality, cloud computing, social networks and adaptive learning systems that use eye tracking technology will allow lessons outside the school walls.

Experiments and errors will also be encouraged, thanks to 3D printing and playing approach, since there will be no real consequences or budget expenditures. Schoolchildren will refer to studies as the rational part of their lives, which requires active participation, and not as a routine, boring and tedious. However, we were all children.

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