Augmented virtual reality and gamification are two important educational trends. Will the next step be their merger?
Augmented virtual reality, as a learning tool, has been on the rise for some time. It allows you to add different types of multimedia content (sounds, images, video, etc.) to “real” content as well as various functionalities, such as the possibility of rotating, zooming or adding color. Of educational experiments are carried out all over the world and large-scale companies are embarking on the development of such applications for educational purposes, including Google and its Expeditions Pioneer initiative.
The gamification It is also gaining popularity in the education community. It is a pedagogical approach in which the content to be taught and the skills to be developed are developed on the basis of characteristics resembling games. Serious games are often referred to as fun learning platforms.
A new trend could now combine augmented virtual reality and gamification. This is what initiatives like AVR Experience (Augmented Virtual Reality) from the company EON Reality.
This application is based on the principles of gamification, that is to say active learning, a scenario, a reward system and the possibility of doing the exercises repeatedly. The scenarios included in the application allow the teaching of different subjects, ranging from physics to history, including geography and biology.
In particular, students can view 3D images and animations as well as control various modalities, such as pausing an animation, greatly enlarging an image or rotating an object 360 degrees.
Suppose a course in biology. This application would make it possible, for example, to see a frog from all possible angles and to zoom in on its skin to see its coloring. With a few clicks, it would then be possible to see his internal system, like the functioning of his heart. Then another click would allow you to see the frog jumping in slow motion. A “dissect” function would allow even the most curious to deepen their anatomical knowledge of the animal.
The application works with virtual reality glasses or with a smart digital device. Users can create their own teaching scenarios themselves, without having prior programming knowledge.
A short video presents the many potentialities of the application.
AVR experience is available free of charge in the Google play store and works on Android. A version for Apple should be available shortly.