Recent research
conducted by Jisc showed that students were more serious than ever about
technology, with nearly a third (32 %) saying tech facilities played a part in
their choice of university. Combine that
statement with the fact that students are open to innovative ways of learning,
with more than a third interested in virtual lectures (37%) and dedicated
mobile apps (35%) to help them study, and it is easy to understand why
universities are keen to up their tech game. The most common reason for AR
remaining on the peripheries in higher education is not lack of appetite, but
rather a general lack of knowledge about how to get these programmes off the
ground.
Here are five
tips to get you started: (a) Consider the application: AR works especially well
where it is difficult to expose students to real-life environments. (b)
Simplify the subject material: If you work in a maths or science discipline you
might not think AR is applicable to you, but actually it’s an excellent conduit
for conveying abstract concepts. (c) Visualise your users: Think about who will
be using the app and what learning environments they are used to. (e) Test your
ideas: If you fail to consult them during the development cycle you could
deliver something that is a long way removed from what they were expecting.
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