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Open Collaboration and Exploration


                          device. If the team is unable to get the correct answer, they must go back and evalu-
                          ate the question again. If the answer is correct, the code will unlock the next device
                          and present the new challenge to solve. Each of the challenges features an AR or
                          VR app for the classroom. Located at each station is a piece of paper describing the
                          challenge and the tool. As groups visit each station, they have a sheet of paper to
                          write down their solutions for a final activity. Here is an example of the challenges
                          at each station.

                             In the first station, educators use the Google Translate app to translate text
                             from Russian to English. The words in Russian are translated to say, “Two Let-
                             ters After T.” The educators will open the app, select the correct languages, and
                             select the camera to view the words, which automatically translate into English.
                             Only by using the augmented reality feature in the app can the educators know
                             that the answer is the letter V. The unlock code on the device at the next station
                             is “V,” which the group will write on the solution sheet.

                             The next station features the RoundMe app, where you can view 360°
                             images. Following the instructions, the educator will type in the search bar:
                             “VIEW FROM THE TOP” and select the first 360° image available. The educator
                             needs to identify where they are located (Eiffel Tower) in the 360° experience
                             and write down the first letter of the location on the solution sheet. The educator
                             will learn how to use the RoundMe app and use the unlock code “E” at the next
                             station.
                             The third station uses the Quiver Vision app to show how a coloring page
                             can come alive in augmented reality. The image shows an animal cell that,
                             when viewed in the app, displays in AR the name of each of the parts. One of the
                             parts is colored red and the educators will determine the last letter of its name.
                             The last letter of the name is “I,” which is the unlock code on the device in the
                             next station.
                             The fourth station uses the CoSpaces app where the educator can type in
                             the link and immediately get pulled into a 360° experience. The challenge is
                             to identify the first letter of the color of the shirt warn by the man sitting down.
                             The correct answer is white, which makes the unlock code “W” on the device at
                             the next station.

                             The last station uses augmented reality to create a circuit board. The edu-
                             cators must identify the first letter of a critical piece on the board to solve the
                             answer. The correct answer is the switch, making “S” the unlock code at the first
                             station. The last station will rotate to the first station at the beginning.



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