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HARP, an AR game designed to teach math and science literacy skills to middle school students, was developed with funding from the U.S. Department of Education by researchers at the Harvard Graduate School of Education, the University of Wisconsin at Madison, and the Teacher Education Program at MIT.

Emerging technologies like QR Codes and Augmented Reality can help libraries extend services, widen access to resources, and promote events to users in exciting and innovative ways. Using simple and free technologies, QR codes can be created easily and embedded almost anywhere. Augmented reality in education and training has a wide array of uses and enables its adopters to learn-on-the go using real-time instructions. Augmented reality in education, examples and use cases. Despite a common misbelief, AR technologies offer so much more than chasing pokemon around town.

'Burns provides practical ideas for integrating QR and AR in the classroom. As AR and QR continue to play a bigger role in education, this book is a great starting point for teachers to integrate engaging tools and strategies in their classrooms.' Zachary Walker, Professor and Educational Consultant National Institute of Education, Singapore. Simulate your educational projects in augmented reality on iPad, iPhone and Android. Try augmented reality for education with Augment's free app today. The QR stands for quick response. They’ve been around for more than fifteen years and can found on billboards, in magazines, on TV, just about anywhere.In order to view it you need a smart phone (iPhone, Android phone, Windows Phone 7, etc.), a program that lets you scan them (many are out there and free) and you must have access to the.

In HARP, students use Dell Axim handheld computers and GPS technology to correlate their real-world locations to their virtual locations in the game’s digital world.

As students move around their physical location, such as a school playground or sports field, a map on their handheld computer displays digital objects and virtual people who exist in the AR world that has been superimposed onto the physical world.

The School in the Park program lets students explore Asian art and folktales using AR experiences to enhance learning.

The program uses the Samsung Moment—a Google Android device—and its indoor component uses QR Code, a two-dimensional barcode, to trigger an AR event.

Ar Qr And Beyondslcsd Educational Technology Resources Llc

Outside, students use Layar, an AR reality browser that overlays data using the smart phone as a viewfinder—meaning that students see what is in front of them but can overlay virtual information on top of that physical world.

For instance, as a student approaches a sculpture or another work of art, information might pop up on the student’s smart phone that explains the history behind that piece.

“Of course, there’s a learning curve that goes along with any new technology, but the thing that’s really promising about this type of experience is how engaging it is for students,” O’Shea said. “Anything that engages students is a net benefit in the long run.”

And although the technology itself might seem intimidating, the real challenge is the availability of content.

“The barrier is not so much technology, but curriculum. There’s just not a lot of curriculum developed that can be widely used—it tends to be localized,” O’Shea said. For instance, students from Pennsylvania are unlikely to travel to San Diego to participate in this particular AR experience.

“There’s a policy issue involved as well: Schools tend to fear this technology, they fear cell phones, because they see the negative,” he said.

And while AR works well as an engaging tool, it doesn’t necessarily work as well for deep content learning, because students spent a large portion of time figuring out how to work the devices.

“A logical next step is to [have] multiple AR sites, so students can have more engaging experiences over time, eventually getting to the point where students are creating their own experiences,” he said. “That’s where I see this going.”

The School in the Park program lets teachers and students expand their learning opportunities, said Kitty Gabriel, of the San Diego City Heights Collaborative. Gabriel presented the AR project within the School in the Park program.

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“We like to have authentic experiences in cultural learning opportunities that often our kids don’t have access to,” she said. Instead of simply reading about Siddhartha relief sculptures, she added, students must find them in the museum.

“Having handheld devices for our students is an opportunity that promises equitable access for students who otherwise wouldn’t be able to experience this,” Gabriel said.

Gabriel said the AR experiences that students gain in the program contribute to critical thinking and problem-solving skills—two in-demand 21st century skills.

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Teaching with QR, AR, and VR


Technology allows educators to transform teaching and learning by engaging and empowering students in ways previously inconceivable. In recent years, software has been advancing exponentially allowing educators to facilitate and inspire creativity, collaboration, communication, and creativity skills. I know whenever I see advancements in technology, the first thing that crosses my mind is how can this be used in the education space. And educators are notorious for hijacking new technologies to improve student outcomes.


Three of those technologies include QR, AR, and VR. Let me introduce you to each technology and five ways educators can use them to increase the rigor and relevance in the classroom.



Quick Response (QR) Codes are similar to barcodes. These unique square patterns can be read by the camera on a mobile device or tablet using a QR Code reading application to direct students to a website, video, multimedia presentation, and so much more.


  1. Teachers can use QR Codes in station rotations. At each station, there is a QR Code that directs students to the activity and/or resources for that station. To create a CR Code, educators can find their favorite QR Code generator and print the codes out on cardstock.

  2. Teachers can put QR Codes on homework, syllabi, and/or newsletters to direct students and parents to additional resources, a class website, or a video reteaching a skill.

  3. Librarians can put QR Codes in books to direct students to videos of book talks created by other students so students can see if they want to check out certain books.

  4. Teachers can use a QR Code to take attendance using a Google Form. The form requires students to be logged into their G Suite for Education account and timestamps the submission and creates a spreadsheet so teachers can quickly take attendance.

  5. Plickers (paper clickers) www.plickers.com uses QR Codes as a response system for educators not in a one-to-one environment. Students are assigned a Plicker card, and when the teacher is formatively or summatively assessing the class, students use the paper clicker to answer the questions.



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Augmented Reality (AR)uses the camera on a mobile device or tablet to add an augmented layer on top of the real layer visible on the device's screen. Pokémon Go is a prime example of AR in action.


  1. Aurasma (www.aurasma.com) is my favorite way of bringing AR into the classroom. As an English teacher, I made the cover of To Kill a Mockingbird a trigger image, and when students scanned the cover with the camera of their device using the Aurasma app, a video of Gregory Peck began talking about the novel.

  2. I have seen yearbook students and teachers add trigger images in the yearbook to bring photos to life and add additional content for events that happened after the yearbook was published.

  3. Another way I have seen teachers use AR is through biography walls for students and teachers. The wall contains the photos of every student in the class (or every teacher in the school) and when students and/or guest use their devices to scan the images it triggers a video of the subject introducing and telling more about themselves.

  4. AR is great for blended learning combining the analog with the digital. Teachers can bring traditional flash cards to life by making each one a trigger image that comes to life by solving a problem or explaining a concept when scanned by a device.

  5. And one of the coolest ways I’ve seen AR being used is at colleges and universities. Professors are using AR to bring skeletons to “life” showing the beating heart within or the raising and lowering of the lungs.



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Virtual Reality (VR) immerses students into surroundings in which they may not otherwise be able to visit, and allows them to experience settings in new and different ways. This is often accomplished using a VR headset and the mobile device a student already owns, but can easily to accomplished with a similar effect using just the mobile device or a tablet.

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  1. My favorite, and one of the easiest ways, to introduce virtual reality is through Nearpod (www.nearpod.com) and its Nearpod VR Field Trips. Powered by 360° Cities, there are thousands of locations available from Los Angeles to New York, London to Shanghai, and beyond.

  2. Discovery Education often offers virtual events connecting teachers and students with experts from around the world to extend learning beyond the four walls of the classroom. These events may not be as immersive; however, they are still very valuable experiences because students can be more globally connected without leaving the classroom.

  3. Even YouTube, the world’s largest repository of videos, contains 360° videos. As an English teacher, I would immerse the students in the setting of our current reading selections. It is one thing to read about a place, and another thing completely to get a more accurate depiction of a locale through VR.

  4. VR definitely makes sense for history and geography teachers as they discuss the significance of terrain and topography. Virtual reality truly allows them to bring their curriculum to life and make it even more relevant for students.

  5. Often overlooked is Google Street View through Google Maps and they now even offer Museum Views so that students can see famous works of art in museums around the world through virtual tours.

These are just a few ways to use QR, AR, and VR in education to help transform teaching and learning to engage, enrich, and enhance students’ learning experiences. Give them a try and let me know some other ways you are enhancing pedagogy with these and other digital resources.

Ar Qr And Beyondslcsd Educational Technology Resources List