Augmented Reality will transform the educational system in Spain

Today, we cannot imagine education without innovative technologies that facilitate the learning and teaching process.

One of the newest but with the greatest impact in the coming years is augmented reality for the educational system in Spain.

Read on to discover why you should implement augmented reality in your academic system or training system as soon as possible.

For example, online technologies, the cloud, give students instant access to any information,

allow them to collaborate with other students on different projects.

Also get professional help in documents that you can share to reinforce and improve your study and production experience of assignments, papers, practices, etc.

Augmented reality (hereinafter AR) is a growing field of technology.

In it, reality is modified and enhanced with images and sounds generated by a computer.

AR makes existing reality more meaningful because it allows interaction with it.

Augmented reality has great potential to be used in the classroom because it changes the way students interact with the real world.

In addition, it improves student engagement and makes learning the content of any subject much more fun.

When you join the Education, AR encourages students to explore and, in this way, to learn.

It expands the horizons of students and encourages their creativity and imagination in a remarkable way compared to any traditional system.

AR can typically be viewed through mobile apps that turn monotonous lessons into interactive games.

If you point your mobile device's camera at something that the app recognizes, it will produce a 3D video or animation about the things that are on your camera screen.

It's great that a computer generated object looks real and makes learning more engaging.

This technology opens up a world of new opportunities.

Other ways of learning for students, helping them understand complex concepts and have fun.

In addition, augmented reality is more accessible than virtual reality and less expensive, from an economic point of view.

What does the implementation of augmented reality in education imply?

Posters, digital illustrations, physical models, prototypes are very expensive and it is impossible for schools to find

enough money to buy all the supplemental materials they would like.

Likewise, the systems and materials, methodologies, etc. currently used in education,

is in the doldrums because they do not connect with the tastes and customs of the generations they are trying to teach.

Here we talk about what you get when you open the door of your center or training system to augmented reality technology.

More affordable learning materials.

The use of AR technology allows you to avoid investments in physical materials.

Additionally, students can access and interact with learning materials at any time.

Interactive lessons.

When using AR technology in the classroom, students can view the models on their own smartphones and get a better idea of ​​the concepts they are studying.

That increases engagement and reinforces learning.

Much more attractive presentations.

When teachers integrate augmented reality into their classes, they attract the attention of their students and make the lessons more effective.

When students are interested, it is much easier to make them work more productively.

Greater retention of the information treated in the classroom.

Using the AR application, students can access augmented models that represent any real object from a famous monument or work of art to a molecule.

Additionally, students can access a website with specific information.

When learning with AR technology, students use different senses and retain more knowledge for a long time.

Stimulates intellectual curiosity.

Augmented reality makes students more excited about learning certain subjects.

Modern students were born in the era digital, so they will always be excited about innovative technologies.

They will do so because they can help them learn new ideas and develop their critical thinking skills.

By using AR technology in the classroom, teachers can create a true learning environment for students with different learning styles.

In these lines we have explained how augmented reality can help in the industry of Education.

It is clear that this technology has a tremendous impact on the various phases of the educational process.

And in the nearest future, without any doubt, the incorporation of AR technologies into the classes and classrooms will revolutionize the entire educational system.

Advantages of Augmented Reality for the educational system

Augmented reality in Education it is growing in popularity in schools around the world.

Through augmented reality (AR), educators are able to improve learning outcomes through increased engagement and interactivity.

And that's just to start.

AR even has some surprising advantages over virtual reality (VR).

Here are some ways AR benefits education… and then some examples of how it has already worked.

Augmented Reality (AR) in education presents aspects that improve the learning of skills such as problem solving,

collaboration and creation to better prepare students for the future.

It is also good for traditional pedagogy focused on technical knowledge and skills.

While AR is still somewhat in its infancy, especially compared to virtual reality (VR),

offers cheaper options to schools with tighter budgets,

while still providing many of the same features and benefits.

The benefits of AR in education.

The relative fluidity of digital objects in the "real world" of AR encourages interactivity and engagement.

Maximizes students' ability to spend their time learning curricular subjects,

while minimizing the time spent learning to use new technology.

Additionally, RA can also inspire empathy in an individual.

It offers two-dimensional methods of presenting information compared to the traditional one-dimensionality of our educational system.

This combination of interactivity and commitment to emotion, in turn,

could improve students' ability to remember what they have learned,

and lead to faster acquisition of information and skills.

Therefore, ar provides students with opportunities to deepen their knowledge in various areas, including:

  • Reading
  • Working with numbers
  • Spatial concepts
  • Playing
  • Content creation
  • Real-life environments and scenarios

This can include everything from field trips to exposure and training in different professions.

When combined with tasks that involve teamwork, AR also helps provide new opportunities for students to learn to communicate and collaborate with one another.

They could also potentially be the same technologies that they will use in the workforce later on.

When adopting RA in the education system, a complete revision of the curriculum is also not necessary:

it can be even more effective in supplementing current teaching materials simply by adding more contextual experiences.

It can be used to simply stimulate interest and discussion in different subject areas and to be the basis for class activities.

Requirements to establish an AR system in the classroom.

A minimal AR configuration for almost any class can include:

  • An internet connection
  • Mobile devices (i.e. smartphones or tabletat)
  • AR applications (especially one adapted for education)
  • "Triggers" or "Markers" (that is, images, objects, places and / or actions that trigger an action on the device screen through the AR application)

In conclusion, RA is evolving to be more affordable, accessible, effective, and essential.

Even to equip schoolchildren with the skills and knowledge necessary to collaborate with others and get ahead in the careers of the future.

A strategic factor that can increase their effectiveness and confidence in these areas will be the design of open lessons that allow them to follow their own objectives.

An important reason to do so: project ownership helps increase the student's sense of responsibility and commitment to the material.

Without question, AR can even blur the lines between textbook material and content created by the educator or student.

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