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Augmented Reality in Education

Bringing Interactivity to Libraries and Classrooms

by Elissa L. Malespina

 

Many students automatically relate to the technology involved with augmented reality. Educators who implement the practical ideas presented in this book stand to heighten engagement and the learning experiences of their students.

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April 2018

Libraries Unlimited

Pages 125
Volumes 1
Size 8 1/2x11
Topics Educational Technology and Instructional Design/General
  Librarian's Instructional Role/Digital and New Literacies, K-12
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    978-1-4408-3972-6

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    978-1-4408-3973-3

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Description

Augmented reality (AR) can bring new levels of engagement to the everyday curricular unit and foster deeper understanding of educational subjects. This book explains how to create and use AR in a school setting to do just that.

A child opens a book about dinosaurs—and is able to watch them grazing in a prehistoric field. Another young student scans an image of the solar system with their tablet and gets whisked away on a virtual journey from the moon and then to Mars and the outer planets. These are just two examples of how augmented reality (AR) can make books and learning come alive and take a student's learning experience to a higher level.

Ideally suited for school librarians, teachers, school administrators, and technology educators who work with students in grades K–12, this book explores how different apps allow educators and students to consume augmented reality (AR) in the classroom and library. Authored by an expert who incorporated AR into her school and library and speaks on the subject across the nation, the book explains how you can create an online, virtual world via AR, presenting numerous up-to-date examples of what it is and how to use it to best effect in the classroom. Elissa Malespina also explains the features of books with AR built into them and addresses AR apps by providing down-to-earth discussions of how they can be used in various learning environments.

Features

  • Provides a unique and an easy-to-understand manual with user-friendly, step-by-step instructions that not only explain ways to incorporate augmented reality into your classroom and library, but also show you how to create it
  • Supplies real-world examples of how to effectively use AR in the classroom
  • Explains the different creation tools available to make AR, such as Aurasma Studio, Layar, and DAQRI
  • Discusses QR codes and how they play a role in AR
Series Description

Tech Tools for Learning


Teach more effectively with the help of technology tools.

Supplying essential guides for school librarians, teachers, young adult public librarians, and school administrators, the books in the Tech Tools for Learning series explain how to effectively use state-of-the-art technology tools to facilitate student learning and achievement.

Today’s education environments encompass far more than classrooms and books; new technologies have enabled nearly limitless possibilities for teaching and learning. Many of the new technology-based tools are cost-effective and appeal broadly to students. But making the best use of today’s powerful technology tools to facilitate student learning and achievement isn’t always easy. The Tech Tools for Learning series provides educators, librarians, and administrators with the critical “why” and especially the "how-to" information needed to effectively use state-of-the-art technology tools—for the benefit of their students as well as the instructors themselves.

Each book in the series describes the technology tool, supplies a rationale for its use, references relevant study findings regarding its effectiveness to the appropriate educational levels, and presents clear, easy-to-follow directions on how to use the tool in the classroom or library based on a comfort-zone approach that is drawn from many years of experience in introducing technology tools to teachers and media specialists. Many new technology tools provide opportunities for learning activities that are far removed from traditional classroom practice, which may result in resistance to their use. The comfort-zone approach acknowledges some individuals’ reluctance to diverge from their favored teaching methods and has been designed to help teachers overcome this resistance.

Features

  • Presents clear, easy-to-follow directions for using the technology tool in the classroom or library through a “comfort-zone” approach that helps educators to successfully transition to using nontraditional teaching methods and environments
  • Documents the benefits and effectiveness of teaching with the technology-enabled tool through research findings and examples of schools and libraries that are using the tool in the real world
  • Provides suggested Common Core curriculum standards and topics to teach using the tool as well as lesson examples
  • Includes sample rubrics for evaluating student work produced using the tool
Author Info

Elissa L. Malespina is the supervisor of educational technology and librarians for the Parsippany-Troy Hills School District in Morris County, NJ. She is also the recipient of the Academy of Education Arts and Sciences International's 2014 Bammy Award in the school librarian category and an International Society for Technology in Education (ISTE) Making IT Happen Award winner. Malespina is also featured in the Learning Matters documentary film, School Sleuth: The Case of the Wired Classroom.

Other Titles of Interest

Indispensable Teacher’s Guide to Computer Skills, The, 2nd Edition cover imageVideo Production for School Library Media Specialists cover imageInternet for Schools cover image
A Teacher's Guide to Using Technology in the Classroom, 2nd Edition cover imageThe Virtual School Library cover imageSocial Networking for Schools cover image

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