AR + Digital Learning
The COVID pandemic forced schools to transition to online learning. The rise of the E-Learning market and augmented reality provides an opportunity to intersect the two to create a more engaging and interactive learning experience.
Brief: In the Fall 2020, with my partner, Erica Jules, we conducted a design sprint to address the needs of COVID-19 using extended reality.
Summary of Research Findings:
There is a reasonable cost barrier to many schools depending on the hardware used. The use of extended reality would supplement class activities well. There are continued advancements in the technology.
E-learning has increased accessibility to more students, if they have the technology needed. There are work flows needed to to support all forms of learning: fully virtual, hybrid, and in-person. The interfaces need to be easy for student, parents, and teachers to understand.
The market for online education has been on the rise: “Even before the pandemic, Research and Market forecasts the online education market as $350 Billion by 2025” (Forbes, 2020).
With Charlotte (6) and her mom Kaitlyn. Conducted following her experience in school online during COVID.
Charlotte gets more easily frustrated and overwhelmed with her mom, than she would with her teachers. Her mom has a hard time managing work and school.
Charlotte would constantly leave the computer and be unengaged. Her mom identified her as more of a visual learner.
Charlotte’s mom, Kaitlyn, found it hard to define a learning space in their apartment. Charlotte misses writing on the white board and her school desk.
Conducted by my partner, Erica, this interview was with a current middle school teacher during COVID.
“My lessons are interactive, engaging, & personal to my students.”
Found it hard to establish boundaries that exist in a physical setting. The camera and mic situation is hard to navigate. It is harder to keep their attention and keep students engaged and also support students online.
Create a holistic and clear digital educational platform that streamlines communication, accommodates different learning and teaching styles, and prioritizes collaborative learning through augmented reality.
Initial goal: Design a comfortable and familiar headset for AR/VR.
Drawback: Limited accessibility in price to school’s across the country.
Opportunity: Focus on devices that can utilize iPhones, iPods, smart phones, and tablets with AR/VR to increase availability and customization across the board.
Students use virtual reality headsets to engage in their online gym class.
Students use a tablet to participate in an AR math exercise during class.
Students use a cardboard headset with their phone to listen, view, and engage in science class.
Students can access their classes on their iPad and run through AR exercises during class.
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Teachers can easily create and access AR learning modules for their students. Simply select from the templates and build a module that best suits your class. Access the platform on any of your devices.
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