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Week 5 Augmented Reality in Education: Zapworks

djoumanaaoun

Updated: Apr 5, 2023



Augmented Reality can be defined as a technology experience that allows physical and virtual objects to coexist in the same environment. Virtual experiences are computer generated to be projected in real life.


Research studies have demonstrated that “augmented reality has the potential to engage and motivate learners as they are used to teach subject matter that students could not possibly experience first-hand in the real world” (Kerawalla et al., 2006).



Not only does augmented reality experiences foster student creativity but also can effectively enhance a variety of pedagogical approaches, which include constructivist learning, situated learning, game-based learning, and enquiry-based learning (Bower et al., 2014).


- Through augmented reality experiences, constructivist learning encourages students to engage on a deeper level with the tasks, concepts, and resources.

- Augmented reality promotes situated learning as the real-world experiences create authentic and contextualised learning.

- Augmented realities are usually considered a game-based learning platform, which promotes learning development without jeopardizing the educational outcome.

- “Augmented Reality supports enquiry by providing information that is contextually relevant to the topic being investigated” (Bower et al., 2014).


Zap Works Designer


Zap works is a designer application which uses augmented reality experiences to foster creativity. Zap Works allows students to create fully customisable AR, VR and MR experiences.


A short Youtube video, which introduced Zap Works Designer (Zappar, 2022).


Zap works can be used as a resource for learning for a various of subjects, such as geography, history, and science. For history students can include the flag of their country, and then include 3D objects that associate with it, to provide the audience with a virtual experience of their culture. Likewise, for science students can create a virtual augmented reality experience of the solar system. The features within Zap Works allows them to label the planets and have access to a 360-degree view of each planet. (As shown in my example below). The freedom, control and possibilities included within Zap Works, allows students to utilise their creativity and skills without any limitations.



However, a disadvantage of using augmented realities in the classroom is that teachers are not trained about this emerging technology or are educated about how it can be used in the classroom to foster creativity. “Numerous teachers are not well equipped or trained to deal with the technical issues and problems that can arise when Augmented Reality fails to function as intended” (Bower et al., 2014). In addition, Zap Works wasn't built for the purpose of education, thus it makes it more difficult for teachers and students to use, as it is more complex.


Zap Works: Example of my own


Djoumana Aoun



Reference List:


Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented reality in education – cases, places and potentials. Educational Media International, 51(1), 1–15. https://doi.org/10.1080/09523987.2014.889400


Liu, M., Pang, W., Guo, J., & Zhang, Y. (2022). A meta-analysis of the effect of multimedia technology on Creative Performance. Education and Information Technologies, 27(6), 8603–8630. https://doi.org/10.1007/s10639-022-10981-1


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