![]() I'll be honest, I haven't always been the biggest fan of AR and VR. I'm not a Scrooge (typing this while watching 'Muppet's Christmas Carol') it's more the case that my experiences with it have been largely linked to the 'big splashy' of a Google Tilt Brush or Google Cardboard, and they have been very cool experiences. Having the opportunity to scribble my name in the air and then crawl around on the floor looking up at what I created was super cool, as was being able to take a managed trip to the Valley of the Kings in Egypt. The problem with those activities is that they never extended beyond that, even bleeding edge teachers, fully supported by Tech Coaches struggled with it; the effort to set up was not worth the pay off, not when there were simpler ways to achieve what they felt was the same result. My additional issue was that my students were passive, they were physically wandering round a space/ the pyramids but they weren't interacting and they weren't creating. Then, MergeCube came in to my life, and by life I mean Twitter feed. I checked the prices for a cube but they were too expensive ($25 for a piece of plastic?!) and not available in China (actually the bigger challenge). Happily, our technician found a template online, (probably like this one from Jaime Donally) and we put the net together, at which point the fun commenced! We got to grips with the tool using Tiltball, a free App made for use on the MergeCube, before moving on to such apps as Mr. Body, and HoloGlobe. Later this week, we intend to invite our Middle and High School teachers to come and play. It's actually great timing for our HS teachers as the students are all on study leave. We're also exploring the creativity angle with ARMakrApp and CoSpaces.
My original misgivings are being put aside by the potential of AR to facilitate creativity- fingers crossed!
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About the AuthorPassionate about learning, creativity, innovation and tech. Brit Abroad keen to work with others to make the world a little kinder. Archives
April 2019
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