AR & ROBOTICS EBOOK “People think of education as something they can end”. Isaac Asimov
INDEX 1. PROJECT JUSTIFICATION 2. AR 2.1. WHAT IS AR? 2.2. BENEFITS OF AR IN EDUCATION 3. OUR ERASMUS EXPERIENCE IN AR 3.1. CREATION OF THE GROUPS 3.2. WORK TO DO 3.3. FINAL RESULT 4. ROBOTICS 4.1. WHAT IS ROBOTICS? 4.2. BENEFITS OF ROBOTICS IN EDUCATION 5. OUR ERASMUS EXPERIENCE IN ROBOTICS 5.1. WORK TO DO 5.2. FINAL RESULT 6. ATTACHED DOCUMENTS 1. PROJECT JUSTIFICATION
Times are changing and work reality as well as interpersonal relationships are in the cloud, in the form of 4G, WIFIs, chats ... So we must evolve with the times and introduce in our classrooms other proposals, strategies and methodologies to share information and generate knowledge. And a good way to do it is precisely with Robotics and Augmented Reality. In addition, new technologies in the classroom are a very important tool to motivate students in their daily learning. Thanks to this Erasmus project we try to involve our students in the reality of new technologies that they will use as a future workers. 2. AR 2.1 WHAT IS AR? Augmented reality (AR) has become one of the fastest growing fields of technology. But, what is AR? Augmented reality consists in being able to incorporate virtual elements into the real world. With AR technology we improve reality, the way we see, hear or feel it. 2.2 BENEFITS OF AR IN EDUCATION Augmented reality is of huge benefits to man. It makes life’s activities easy and fun. One of such areas where AR drives massive benefits is in education. There are many ways to use AR in education for better learning process. The integration of AR into lectures and classroom drives unparalleled attention from students. Today, AR app development is booming with focus on augmented reality app development. Here is a list of some of the benefits of AR app development in education. - Nurture the learning process: The introduction and use of AR in education create fun and excitement for students. Students become excited to learn. Thus, stirs up their motivation to the learning process. The truth is; AR stimulates better learning process in students. It pushes them into a learning place where they become critical in dissecting new ideas. This increases the imaginative prowess of students in the learning process. At the end, students grow their imaginative and thinking ability. Thus discovering and getting to know more about themselves through the learning process.
- Increase student participation in classes: The use of AR apps in education brings about increase in student participation in class. With AR apps, students have access to education and learning models. These models aid better and high level understanding of subjects among students. The more students understand having better grasps of topics, the more their participation. This is the exact result AR apps in education tend to achieve. These apps help students grasp concepts faster and easier through the provided models. At the end, students are sounder with high level curiosity to learn. This results in active class participation. As seen in form of questions, consultations, and contributions from students. This is a fun way of learning in education. Thus increases student motivation and curiosity in the learning process. - Improved and increased memory: Students can access educative and learning AR models through scanning. These models are very educative. They cover wider range of topics cutting across many subjects. Students access educative websites from AR app designed by AR app development companies. These many learning experience creates a robust learning cycle for students. Thus, helps them improve and retain knowledge over time. This is possible due to the level of curiosity that comes with learning via AR. On the long run, AR imbibes high level of learning passion and inspiration in students. Thus, improves imagination which results to improved and increased memory. - Interactive lessons: The use of AR in education provides interactive lessons to students. Students have full access to educative and interactive models on their devices. On the long run, this propels clear and better understanding of educational concepts. This is one of the best ways to engage students. This aids learning and increased educative activities among students. Thus, help them reinforce the concepts they have seen in class during lectures. - Increased sensory development: The use of augmented reality in education will enhance the mental and physical dexterity of students. AR gives students the privilege to see, observe, and feel at the same time while learning. Imagine the impacts of contents that interact with student’s sights and
feelings. Rather than become mere observers, these contents make students part of it. Thus give them interactive privileges to help enhance their mental and physical dexterity. On the long run, this results in increased sensory development. Thus, takes the educational learning process to a whole new level. - Less expensive: The cost of acquiring educational materials and supplies is high. The expensive nature of 3-D physical models, posters, and prototypes is discouraging. Large and intricate educational illustrations for schools are quite expensive. A good number of educational centers do not have the funds to buy and maintain these materials. The sad truth is; some of these materials get damaged, lost, and stolen. Some get worn out and others become outdated cannot be replaced due to funds. AR once acquired does not need huge money to maintain. They do not get damaged; lost or even stolen. Students have access to AR learning models on the go, at home, and classroom. This reduces the expense of repetitive buying of learning materials. Thus, makes learning less expensive over time as there is no need to invest in physical materials. - Increased learning activity: Technology has become part of education. Today, students rely more on technology for everything. This has contributed to the laziness noticed among students. Fortunate enough, augmented reality apps in education covers the various lapses in educational technology. The interactive models provided grants students access to increased and improved learning activities. These models enhance and improve educational and learning interactive activities for students. With devices within reach of students, there are increased learning activities among student. Thanks to AR apps that make education and learning fun and enjoyable. Thus, students can at all-time learn using educative AR models. 3. OUR ERASMUS EXPERIENCE IN AR Using Augmented Reality in the classroom students have the opportunity to explore the environment around them in a different way and enjoy an
interactive and enriching learning process. Thus, its capacity for investigation and inquiry is encouraged. The methodology used is collaborative learning: It is a process in which, from the joint work and the establishment of common goals, the construction of knowledge is generated. Thus, the development of transversal skills necessary for professional performance is promoted, such as: time planning, communication, problem solving, decision making, promotion of innovative and creative capacity. The final result is that our students can create a padlet where they can show their work ( explained in 2.2) and share it with other students. 3.1. CREATION OF THE GROUPS. The first step is to create groups with students from different nationalities in order to create multicultural teams in which the communication language is English. At the same time, students must be able to work as a strong work team. Each group is identified by a colour and composed by one student from each different country and their partners. In total, 8 students by group. In every group their members have to assume a role ( we can see in doc 1). Teachers will explain these roles in order to that students choose which role its better for them. 3.2. WORK TO DO. We can send students doc 2, as a guide to work. Students will need tools such as: - cartoonify - piktochart - treasure hunt - classtools.net/QR
First of all is to create an avatar. They can decide to create an individual avatar or one for the group ( cartoonify). After having done avatar, they can complete doc1, where they have to describe their roles, their avatar and other information related to the group. The third step is to create an infography about “ what is AR for you?”. Students can find the information in doc2, and they will use the tool piktochart. To continue students can look for on their mobiles phones different APPS related to AR. They have to describe which APP sounds more interesting for them and why. The last step is to create a TREASURE HUNT. It´s a funny way to use QR codes in education ( classtools.net/QR). Students have to invent a game based on the search for a treasure. This treasure can be a place, a book, a monument,... in the school or in the town.
3.3. FINAL RESULT. Eventually, every group can share their work in this padlet: https://padlet.com/carmendominguez/livdei3ma8bl At the end, each group have to show their work to the partners and teachers.
4. ROBOTICS 4.1. WHAT IS ROBOTICS? Robotics is a new way to learn through the use of different robotic devices and technological resources. Students are able to develop different skills and knowledge based on science, technology, engineering and mathematics (STEM). 4.2. BENEFITS OF ROBOTICS IN EDUCATION
- They develop scientific and engineering intuition. - They enhance your research and problem solving skills, as well as reading, writing, presentation skills and creativity. - It fosters the ability to solve problems through strategies focusing on logical, analytical, and critical thinking. - They start in computational thinking that seeks to solve big problems, in turn dividing them into other smaller and easier-to-solve problems. 5. OUR ERASMUS EXPERIENCE IN ROBOTICS Robotics often presents open challenges that do not lead to a single solution. Forcing students to experience changes in the way they think about how to approach problems drives them to be creative. This type of challenge causes interactions between students. Methodology used to work are Project-based learning ( PBL): The student is the protagonist of his own learning and where knowledge learning it has the same importance as the acquisition of skills and attitudes. It promotes creativity, responsibility individual, collaborative work, capacity criticism, decision making, efficiency and the ease of expressing their opinions personal. They are going to work in groups made like in AR activities. The main goal is that our students can build robots described in doc 3. In this document student can find materials they need and the work process. 5.1. WORK TO DO
Document 3 shows the students how they have to work. Teachers will give materials to them and an example of each robot to guide the building process. In order to motivate students, at the end of each activity we will do a robot race and the winner group will be awarded.
5.2. FINAL RESULT At the end of the activity, each group of students will have built 4 robots and they would have had the opportunity to test them with a race. 6. ATTACHED DOCUMENTS
● Doc 1. GROUP TASK Group Information Group Name: Group Color: Group theme song (Please provide a link, the name of the song, and who sings it): Please draw your AVATAR: Members’ Names (1st names only): Member roles (each member must choose only 1 role): Group leader: This person makes sure everyone is doing their part, understands their tasks, give out tasks when members don’t volunteer, and makes the final decision when voting doesn’t work. They will take turns with the organizer in writing the information in any online forms. This person also makes sure the group is listening to the teacher when she gives the symbol for all to be silent and listening. Member Name:
Organizer: This person makes sure that everyone in their group participates in every project. They will take turns with the team leader in writing the information in any online forms. They read the instructions for all tasks to the group and make sure everyone understands the task. Member Name: Project Deliverer: This person uploads group work to the folder and emails the work. They make sure the work is organized correctly and is the group’s best work. Member Name: Reporter: This person will be the speaker of the group who presents for us the group’s work. They will also take notes for the group when needed. Member Name: ● Doc 2: AR WORK 1. Each group has to create an avatar: https://www.cartoonify.de/. Upload the images to the padlet: https://padlet.com/carmendominguez/livdei3ma8bl 2. Fill out the form: Group task mobiles Upload the form to the padlet: https://padlet.com/carmendominguez/livdei3ma8bl 3. What is AR?: - https://www.lifewire.com/augmented-reality-ar-definition-4155104 - https://www.livescience.com/34843-augmented-reality.html - https://www.visualistan.com/2017/10/what-is-augmented-reality-infographic.html
- https://www.talk-business.co.uk/2018/07/09/the-benefits-of-augmented-reality-in-education- and-learning-process/ - https:/www.symbaloo.com/mix/artools - https://roundme.com/tour/382776/view/1316244/ ( Virtual tour in Hamburg) 4. Make an inphographic about what the AR is: https://piktochart.com/ Upload the inphographic to the padlet: https://padlet.com/carmendominguez/livdei3ma8bl 5. Explanation about the APPS: Quiver Augment Creator AVR Card Board Cromville.com 6. Comment on which APP seemed most interesting to you and why to the padlet: https://padlet.com/carmendominguez/livdei3ma8bl 7. What is a “treasure hunt”?: - https://www.activehistory.co.uk/Miscellaneous/menus/history_mystery/qr.php 8. To create a Gimkama https://www.classtools.net/QR/ Upload to the padlet: https://padlet.com/carmendominguez/livdei3ma8bl ● Doc 3. ROBOTICS: KIND OF ROBOTS TO BUILD
1.- Vibrobot : A robot wich moves with phone vibration motor Material used : Miniboard, phone vibration motor ,plastic cap and button battery Over a plastic cap is stuck a vibration motor and over the vibration motor is stuck a mini board with a button battery wich feeds the motor. 2.- ARTBOT: A robot wich draw lines Material used:A plastic glass, 3 marker pen, DC motor, fan, 2 AAA batteries. The 3 marker pen were stuck with a double side sticker tape to the borders of the plastic glass. A fan was joined to the motor shaft. 3.- Robot Tricycle: A robot wich can move forward or backward depending of the polarity feed. Material used: double shaft motor, two plastic , wooden ball, 3 AA battery and wire.
Over a double shaft motor are joined two plastic caps, wich do the function of a wheel, the third wheel is a wooden ball that is coupled to the motor with wire, the motor is feeded with two AA batteries that are stuck over the motor. 4.- Skierbot: A robot that looks like a skier and move as a skier. Material used: double shaft motor, plastic strips ,wire, wooden ball,2 AA batteries. Two plastic strips are joined to the motor shafts,the skier arms, two wires were joined to the plastic strips doing the function of ski sticks. Two more wires were joined to the motor and two plastic strips more, the skier legs and the skies. The wooden ball was used as a head of the skier. When the motor is feeded with the batteries this robot move like a skier.
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