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Strategic Partnerships for school education 2019-1-PL01-KA201-065137
Project: Teacher4.0 - comprehensive method of implementation of Industry 4.0
concept into didactic practice in primary and secondary schools
simplest teaching method in early childhood is the use of educational videos related to tasks placed
on the Internet in connection with AR.
The big advantage of AR is that it is not a "virtual world", but is a complement or extension of reality,
which, when properly presented, can stimulate curiosity and interest. Stimulated emotions, e.g. in
history, geography or biology lessons, may encourage you to search for additional information and
deepen your knowledge.
Emotions triggered by AR technology can be used didactically, e.g. during field history lessons.
Realistic presentations of battle scenes, armaments, characters or buildings associated with a specific
place can become an impulse that stimulates interest in history. An example of the didactic
intentions presented is, among others the project 'Warsaw'44 - in the footsteps of the Warsaw
Uprising via a mobile phone', thanks to which it is possible to connect selected places of Warsaw with
events that took place in 1944 during the Warsaw Uprising. On similar grounds - to arouse specific
emotions (reflections), awareness campaigns are targeted at road users. The device used in them in
the form of autogogli is used to present states of impairment of human senses occurring after
alcohol consumption. The states presented include reduced concentration, slower response time,
distorted image or errors in distance assessment - are intended to show the mental and physical
states of the driver driving a car after drinking alcohol. AR technology provides useful support that
gives you the opportunity to quickly obtain information and to acquire or deepen a specific range of
knowledge. The so-called application solution is helpful in this respect. 360 degree view, which gives
the opportunity to present the object from any distance and from different viewing perspectives. By
changing the position of the marker relative to the display device, the position of the observed object
changes, which allows you to view it from every angle and at any zoom, making it easier to analyze
its structure and understand how it works. An example of the above options may include iSkull
application that allows you to study the structure of the human brain. The usefulness of AR
technology is particularly evident in areas where it is important to combine theoretical knowledge
with practical action. An example here can be technical or medical sciences. It also seems important
that AR technology can support both learning processes and real action processes. The evidence can
be medical sciences, where AR applications support both educational processes (e.g. in the field of
human anatomical structure) as well as surgical procedures and operations. A distinctive feature of
AR technology in educational applications is the so-called didactic transfer. It results from the
possibility of using a universal application hardware kit and flexible programming tools that allow you
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to modify the didactic content of the presented materials.
Thanks to AR technology, illustrated children's books, textbooks (e.g. for learning history, physics,
chemistry) or albums are gaining a new dimension. Individual pages of the printed book are also
markers that trigger multimedia content, including movies, animations, and audio tracks. They
require the use of a suitable device (e.g. tablet) that will allow them to run.
10 Ł. Jaszczyk, D. Michalak, Zastosowanie technologii rozszerzonej rzeczywistości w szkoleniach pracowników
podziemnych zakładów górniczych, „Mechanik” 2011, nr 7.
This project has been funded with support from the European
Commission. This communication reflects the views only of the
author, and the Commission cannot be held responsible for any
use which may be made of the information contained therein.