THE AMAZING
-AMY WESTERVELT.Researchers working on both virtual and augmented reality (mobile
apps on either smartphones or tablets overlaying information on a live
image captured through a camera) are increasingly experimenting with
these technologies as learning tools. Stanford, Harvard, MIT, and a few
other universities have pilot projects in middle and high schools.
Science museums and zoos on both coasts are using the technology in
exhibits and deploying augmented reality apps that visitors can use on
their phones or on museum-issue mobile devices to learn more about what
they’re seeing.EcoMUVE, a multi-user, desktop computer-based virtual environment that features a simulated pond ecosystem, was developed by Harvard University to teach students basic biological processes like photosynthesis and decomposition as well as systems-thinking about complex environmental issues. The Harvard team recently launched EcoMOBILE, a corresponding augmented reality app, which enables students to take the EcoMUVE experience with them, collect data out in the field, and “see” what’s going on below the surface and what happened in an ecosystem in the past.
EcoMUVE was piloted in schools in Massachusetts and New York but is now available for download by any school, and it is being used across the United States and in other countries, including India and Mexico. EcoMOBILE is currently being piloted at schools in Massachusetts and New York.
A handful of Massachusetts high schools have also piloted an MIT-developed augmented reality app called Time Lapse 2100, which requires users to set various policies that would affect the environment and then shows them what would happen if those policies were enacted. This fall, Bay Area schools will be pilot-testing Stanford’s Coral Reef, a virtual reality game in which participants become a piece of coral in a reef affected by ocean acidification. All three universities are also working with museums and science learning centers to deploy their technology in learning experiences.
“I was initially not sold on the idea of augmented reality,” says cognitive scientist Tina Grotzer, a professor in Harvard’s graduate school of education and the co-principal investigator for both the EcoMUVE and EcoMOBILE projects. Grotzer spent several years as a teacher herself before heading to Harvard to research how kids learn, particularly how they learn science. Grotzer says it was the technology’s potential to drive home environmental science lessons that won her over. “With physics, you can do an experiment, and kids can see instantly what you’re talking about. With environmental science, we tried to do a decomposition experiment, but you set the experiment up and then 12 weeks later something happens. By then the kids have completely lost interest.”
Augmented reality enables teachers to extend that vision, or what scholars call an attentional frame, and make the unseen more tangible. For example, teachers take kids to a nearby pond and use EcoMOBILE to show them how the town dumped garbage there 60 years ago and nearly filled in what is today a pristine, natural pond. The app shows them how plants around the pond are turning sunlight into energy and reveals what microscopic pond life is doing under the water’s surface. It also walks them through the real-world collection of water samples, which it helps them analyze.
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