Deeper Learning With QR Codes and Augmented Reality: A Scannable Solution for Your Classroom
Publication Year: 2016
Subject: Classroom Applications of Technology
Engaging, interactive learning-right in your students’ hands! What if your students’ mobile devices became an instructional asset rather than a distraction? Discover how free, scannable technology can enrich learning while captivating students. Best of all, these technologies are easy to implement within your classroom. Monica Burnsoffers user-friendly strategies and tips in this quick-read guide. Get ready to: • Learn about QR codes and Augmented Reality (AR) • Reach each student with new, hands-on learning opportunities • Embrace the ACES Framework for teaching with scannable technologies: Access, Curate, Engage, and Share • Promote self-directed learning and showcase your students’ creations • Leverage technology to connect your classroom with families and the community Don’t miss this opportunity to become a leader in digital learning! “Burns provides practical ...
- Front Matter
- Back Matter
- Chapter 1: The ACES Framework: Access, Curate, Engage, Share
- Chapter 2: It’s Not Just Black and White: A Case for QR Codes
- Chapter 3: Jump Off the Page: Augmented Reality 101
- Chapter 4: Access Is Empowering: Resources for Self-Directed Learners
- Chapter 5: Curate to Guide Learning: Picking the Perfect Resource
- Chapter 6: Engage and Excite: Motivating Students With Tech-Friendly Tasks
- Chapter 7: Share Student Creations: Give Digital Projects a Space to Shine
- Chapter 8: Student and Stakeholder Engagement: Setting Your Community Up for Success
- Conclusion: Taking It Back—Actionable Tips for This Week, This Month, and This Year
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Copyright © 2016 by Corwin
All rights reserved. When forms and sample documents are included, their use is authorized only by educators, local school sites, and/or noncommercial or nonprofit entities that have purchased the book. Except for that usage, no part of this book may be reproduced or utilized in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without permission in writing from the publisher.
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Library of Congress Cataloging-in-Publication Data
Name: Burns, Monica, author.
Title: Deeper learning with QR codes and augmented reality: a scannable solution for your classroom/Monica Burns.
Description: Thousand Oaks, California: Corwin, A SAGE Company, 2016.
Identifiers: LCCN 2015045195 | ISBN 978150631775 (pbk.: alk. paper)
Subjects: LCSH: Individualized instruction. | QR codes. | Augmented reality.
Classification: LCC LB1031.B869 2016 | DDC 371.39/4—dc23 LC record available at http://lccn.loc.gov/2015045195
This book is printed on acid-free paper.
Acquisitions Editor: Ariel Bartlett
Editorial Assistant: Andrew Olson
Production Editor: Melanie Birdsall
Copy Editor: Terri Lee Paulsen
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Proofreader: Sally Jaskold
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Marketing Manager: Anna Mesick
What Your Colleagues Are Saying . . .[Page i][Page ii]
“This is a book that you won’t want to put down. I found the examples and suggestions so exciting that I wanted to try them out immediately. At the same time, I couldn’t wait to see what valuable prompts for learning the next page would reveal. This is an easy read packed with practical applications.”—Debra Las, Science Teacher Rochester Public Schools, Rochester, MN
“This book gives excellent examples for how your students can share their work simply and uniquely with their classmates and the school community. If you want your classroom reach to extend beyond your door, this book can help you reach that goal.”—William Chamberlain, Teacher McDonald County R-1, Anderson, MO
“Monica Burns provides educators with simple, practical ideas for integrating QR and AR in the classroom. As AR, QR, and VR continue to play a bigger role in education, this book is a great starting point for teachers who want to integrate engaging, powerful tools and strategies in their classrooms.”—Zachary Walker, Professor and Educational Consultant National Institute of Education, Singapore
“Augmented reality is one of the technologies that will define the next decade. This handbook is an excellent resource for educators to discover classroom ready ways to use AR technologies. This book is filled with exciting ways for students to use AR to explore and—learn.”—Donald McMahon, Assistant Professor of Special Education Technology Washington State University, Pullman, WA
“This is a terrific, accessible guide to using scannable mobile tech in education. If you’re acquainted with QR codes or augmented reality but haven’t taken the leap to bring them into your classroom, Monica Burns’s book is the perfect introduction. Her ACES framework really helps you take things well beyond the gimmicky ‘wow’ factor and into meaningful, learning-centered implementation. Without getting too technical, Burns provides enough detail for anyone to begin adding a new layer to their classroom tech. Well done.”—Gerald Aungst, Author 5 Principles of the Modern Mathematics Classroom and Supervisor of Gifted Education and Elementary Mathematics School District of Cheltenham Township, PA
To my parents, for whose love and support I am forever grateful.
I would like to take a moment to thank the network of educators who inspire me daily. From the teacher leaders whose voices are highlighted throughout this text to the Apple Distinguished Educator (ADE) community that has truly changed my life, there is great work happening in classrooms and many stories to be told. This includes ADE Courtney Pepe, whom I’ve had the pleasure of presenting with to share scannable technology with teachers across the country.
A special thank you to the team at LitWorld for welcoming me into your programming and providing a space for families to come together for storytelling with technology. Thank you Pam Allyn, Dorothy Lee, Yohanna Briscoe, Jennifer Estrada, Yaya Yuan, and the entire LitWorld team.
And a final thank you to Corwin and Ariel Bartlett for seeing the potential for scannable technology in classrooms across the world.[Page xii]Publisher’s Acknowledgments
Corwin would like to thank the following reviewers for their editorial insight and guidance:
Culpeper County, VA
Dean of Students
Glencoe High School
Hillsboro School District
McDonald County R-1 School District
John Adams Middle School/Rochester Public Schools ISD #535
Northshore Christian Academy
Retired Elementary Teacher (2002 Wisconsin Teacher of the Year), former Supervisor of Student Teachers
University of Wisconsin Oshkosh
Northern Arizona, College of Education
About the Author
In 2011, a delivery came to my classroom that would transform the way I thought about teaching and learning. With a class set of iPads, my fifth graders could interact with content in a way that would have been hard to imagine just a few years before. This tablet technology made it easier to differentiate learning activities, made content consumption more meaningful and effective, and increased the ease and number of possibilities for student content creation.
Mobile technology is transformative. The way we locate directions, check movie times, send birthday wishes, and communicate with friends has become more efficient, creative, and interesting thanks to mobile technology. Preparing students for a world where they can leverage these tools for learning is a task educators must embrace. Mobile technology can support student learning when thoughtfully integrated into curriculum. Students should be able to interact with their learning environments to locate information, explore content, and ultimately improve their understanding of key concepts.
The influx of mobile tools into classrooms around the world is happening at an exciting pace. Some reports place school purchases of these devices in the millions.1 Just like a textbook or a new set of pencils, placing new tools in the hands of teachers and students does not automatically translate into high-quality instruction. Students must learn to see mobile technology as a learning tool. Teachers need to become proficient users of education technology who can elevate their practice and engage children of all ages by leveraging the power of these devices.
[Page xv]Technology use in the classroom is so much more than turning on a SMART Board or flipping through PowerPoint slides. Our goal as educators is to prepare students for careers of the future and produce well-informed, productive citizens who think critically, problem solve, and know how to find answers to their questions. We want to make sure students have a skill set that can be applied to all of the unknowns in the future.
Using scannable technology in the classroom is one step in this direction. It is an opportunity to empower children and students of all ages by providing instant access to information that is connected to a place or space. It can be used to keep students interested and curious while interacting with content across subject areas. It is a simple way to share the digital products of your students to provide an audience for their authentic work.
So what is scannable technology? Scannable technology is the interaction of mobile devices and a trigger image to connect users to content. In the education setting this most often describes QR codes. When QR codes are scanned they bring students to a website. Scannable technology can also refer to augmented reality triggers that are scanned with a specific app to make content pop off of the page into a three-dimensional model. Outside of education you might see someone scanning their boarding pass at the airport using a QR code on their smartphone or paying their Starbucks’ bill with a QR code displayed on their Apple Watch. Although this book focuses on scannable technology, you will likely make connections to related topics such as pingable technology, a term that can describe iBeacons or the location-based alerts that happen over Bluetooth technology, and wearable technology like a Fitbit or Google Cardboard. The ACES Framework outlined in this book can be applied to a variety of technology and we’ll see the power of this as we begin our discussion looking at scannables in the classroom.
Scannable technology makes it simple for students to access materials you have curated for them, engage students in traditional and innovative tasks, and help teachers easily share the great work their students have produced on digital devices.
[Page xvi]The goal of this book is to ask you to think beyond the page. Not just the pages you hold in your hand at this moment but the pages in all of the spaces in your learning environment. How can you move beyond the static pages of your students’ textbooks and flat posters on the walls of your classroom to create dynamic learning environments for your students? Let Deeper Learning With QR Codes and Augmented Reality: A Scannable Solution for Your Classroom push you to think big about transforming spaces in your school by starting small with the actionable tips spread throughout this book.
We are on a journey to provide engaging and meaningful experiences for our children that empower them to become lifelong learners. Let’s dive in and get started together!
Appendix[Page 81]Glossary of Important Terms
Android devices: smartphones and tablets that are compatible with Android operating systems, including devices with access to the Google Play Store
AR trigger: an image that is scanned by an augmented reality app to initiate an augmented reality experience
augmented reality: a type of scannable technology where a specific app is used to view content layered on top of the real world
iOS devices: smartphones and tablets that are compatible with Apple’s operating system, including iPads and iPhones
QR code: a quick response code that connects users to a website when scanned with any QR code scanner
QR code creator/maker: a tool used to connect a link to a QR code
QR code scanner/reader: a tool used to read the spaces between a QR code and connect users to content hosted on the web
shared screen activities: lessons where students use the same device as a partner or small group
tasks before apps: the idea that learning activities should be constructed in response to student learning, not as a result of popular or gimmicky applications
Access links and additional resources at http://simplyscannable.com/Appendix[Page 82]QR Code Creation Websites and Apps
QR Code Scanner Apps
- QR Code Maker (iOS)
- Qrafter (iOS)
- QR Code Generator (Android)
Augmented Reality Apps
- i-nigma (iOS, Android, Windows Store, Blackberry)
- QR Code Reader (iOS, Android)
- QR Droid Code Scanner (Android)
Augmented Reality Creation Tools
- Anatomy 4D by DAQRI (iOS, Android)
- Star Walk HD (iOS, Android)
- Elements 4D by DAQRI (iOS, Android)
- Quiver (iOS, Android)
- Arloon Solar System (iOS, Android, Windows Store)
- Spacecraft 3D (iOS)
- Chromville (iOS, Android)
- Arloon Geometry (iOS, Android, Windows Store)
- AR Flashcards Shapes & Color (iOS, Android, Amazon Store)
- CyberChase Shape Quest (iOS)
- Arloon Chemistry (iOS, Android, Windows Store)
- Fetch! Lunch Rush (iOS)
- [Page 83]AR Dinopark (iOS)
- ARBasketball (iOS)
- Arloon Plants (iOS, Android, Windows Store)
- AR Flashcards Animal Alphabet (iOS, Android, Amazon Store)
- Augmenter Apps (iOS, Android)
- DAQRI 4D Studio