AR VR & 3D Printing
It is one thing to enjoy a funny video on your phone and another to marvel at a complex and impressively detailed 3D model of a nuclear reactor. Technology is easy to use yet hard to use wisely. When understanding more about the actual functioning and usage of 3D printing, VR and AR we can bridge the gap between senseless usage of technology and wise creativity. VR and AR are established in a range of industries, including architecture, healthcare, and education field is quickly gaining the level at which the usage of this digital technologies offers a significant advantage in conveying knowledge, offering yet unprecedented level of not only immersion, but participation. Mixed reality technologies have promising applications that are beginning to see adoption, although hardware costs remain high, while the cost of VR devices is falling at a rapid pace, which now makes it feasible to equip entire classrooms with it. AR is at this point available to almost everyone, since most students and teachers already posses the smartphones capable of running augmented reality experiences and thus bringing the digital content in the real world.
VR experiences have yet to revolutionize education, but the lack of content and hardware price are not the obstacles anymore. Students might previously have had to travel long distances to see a real-world site, now anyone with a headset and a “key” to the virtual visit — that is, access to an app or the experience — can experience the site virtually. AR allows students to make virtual changes to their classrooms: You can see what an active volcano would look like on a desk, and with moving the phone closer or tapping, it could „open up“ and students would get a chance to explore what is happening underneath the surface, what processes are pushing the magma upwards.
Broad potential applications are being developed right now, however, what is available right now is far beyond the point of it being the mere novelty; more and more experience creators strive to utilize these technologies to offer content that would simply be inaccessible without it.
All three technologies enable immersive educational experiences, making classroom learning more engaging and creating expansive training opportunities in a variety of settings.
Virtual reality is engaging, yes — its novelty can be an excellent hook for learning — but it can also be so much more than that. Students are no longer mere spectators, reading about an event or watching it unfold, but participants in it. Virtual reality can create a visceral experience, evoke memories, and foster empathy and emotional connection in a way that is rare in other mediums.
Digital Reality represents the next digital transformation. It changes how we engage with technology, through augmented-, virtual-, and mixed-reality, 360 video, and immersive experiences that are at once intuitive and data-rich, and which put the human user at the center of design.
This course is designed to introduce pupils to 3D printing, augmented reality (AR), and virtual reality (VR) as tools for solving problems. The course will cover the basic concepts of these technologies and their applications in solving real-world problems. The aim of the course is to inspire and engage students in the possibilities of technology to solve problems.
TIME: 45 min*
* The lesson is prepared for a general duration of 45 minutes, however since the content is interactive the actual time may vary. The same applies to preparation time.
PREPARATION: the learning unit refers to the Guide on AR, VR & 3D printing – as for preparation it is recommended to revise the content. See the materials you need for this lesson under the MATERIALS section.
CLASS ORGANISATION: Frontal presentation, group work
METHODOLOGY: Presentation, brainstorming for ideas in groups
Topic from the project: AR, VR & 3D printing as problem solving tools
- Understand the basic principles of 3D printing, AR, and VR
- Identify the applications of 3D printing, AR, and VR in problem-solving
- Brainstorm for their own examples of 3D printing use in problem-solving
- computer and projector
- paper and pencils
3 1 introduction to modern technology as a problem solving tool (Greek subtitles)
This lesson is planned as a full day science school trip to a FabLab, where pupils will have an opportunity to see how the technology, such as 3D printers, and possibly also AR and VR work in real life.
TIME: variable, but 90 minutes minimum*
* The visit to a FabLab should be planned for at least 90 minutes to offer quality and immersive learning, however, it depends on the program the teachers will prepare in cooperation with a chosen FabLab and the travel time to get there. Most probably, it will take a full school day, so teachers can plan this activity in the scope of a science day.
- The learning unit refers to the Guide on AR, VR & 3D printing – as for preparation it is recommended to revise the content.
- The teachers will need to contact a FabLab to arrange the visit.
- The teachers will need to prepare a plan for the visit in cooperation with the chosen FabLab.
- The teacher/school needs to arrange transportation to the Fablab
CLASS ORGANISATION: Field trip
METHODOLOGY: FabLab presentation
Topic from the project: AR, VR & 3D printing
- not applicable