Brian Guerrero ’s Updates

From Pokemon Go to Classroom Use: Augmented Reality and Learning.


Article that helped bring up this topic for me: http://blog.discoveryeducation.com/blog/2017/08/01/augmentedreality/


I'd like to start this update with a definition to Augmented Reality that was used in this article. "Augmented reality is a technology that layers computer-generated enhancements on top of an existing reality in order to make it more meaningful through the ability to interact with it." Now I know that seems like a confusing definition so I'll also add a video to help better envision what this means. The Ted talk makes a lot of big promises, feel freel to watch it, I'll also just post a quick video to help.

Media embedded September 3, 2017
Media embedded September 3, 2017


A year ago Pokemon Go created one of the most popular augmented reality phone games for the general public. Making a new way to play a game that many grew up with in the 90's, letting players interact with the world around them and seeing digital overlays of the animals they grew up with in the real world. This technology isn't new, so why hasn't something like this been implemented in learning as well as Pokemon Go made exercise seem like a side thought to walking around.

Photo by KeongDaGreat

As technology becomes more afforadable and easier to navigate, we are beginning to explore the idea of implementing the devices we use in informal areas to more formal areas like schools and universities. We've looked at desktops, laptops, tablets and now we're even looking at personal cellphones to explore a new area of teaching.
Augumented Reality allows us to turn informal areas outside of the classroom and turn it into a learning expierence. Allowing us to tag the world around us that we would not have previously brought attention too. When we look at augumented reaity is more than just making the world pop around us, it's providing new models and interactions that can help understand topics that could seem very foriegn to some.

Media embedded September 3, 2017


Of course like any technology we should not treat this as a substitution to teaching and put total reliace behind these devices teaching content. Instead we should look at this technology as an additional supplement to teaching content. Many studies have looked into the benefit of having this in the formal setting of a school as well as the informal settings of a museum. While some benefits point to even more engagement and interest in subjects, some might just feel that it's the WOW factor of new technology. Meaning as soon as people see this as a norm the engagement and interest might end up going down with time. In some studies we see positive results when comparing the usual way to this more technological way and in some studies we don't (Martin,Florence, Ertzberger) (Sakr, Mona). Augumented Reality let's us take advantage of the New Learning model of pedagogy as well as authetnic pedagogy to explore and transform material for each student.

Is this kind of technology feasible any time soon? Or is something like this not efficient enough to help explore topics in classrooms?



Martin, Florence, and Jeffrey Ertzberger. “Here and Now Mobile Learning: An Experimental Study on the Use of Mobile Technology.” Computers and Education, pp. 76–85, www.sciencedirect.com/science/article/pii/S0360131513001140.
Sakr, Mona, et al. “Mobile Experiences of Historical Place: A Multimodal Analysis of Emotional Engagement.” Mobile Experiences of Historical Place: A Multimodal Analysis of Emotional Engagement, 17 Nov. 2015, pp. 51–92, http://www.tandfonline.com/doi/pdf/10.1080/10508406.2015.1115761?needAccess=true