Explore Geography AR

Explore Geography AR aims to demonstrate Geographical concepts that are studied at KS2, KS3 and KS4 in a visual and interactive way making use of the latest technology.

The National Curriculum for Geography at all Key stages states that: A high-quality geography education should inspire in pupils a curiosity and fascination about the world and its people that will remain with them for the rest of their lives.  This statement is at the heart of this resource, Augmented Reality can help convey a complex concept like no other technology and Explore Geography does this with 9 different concepts.  We believe in blending technology seamlessly into the learning experience, ensuring that when technology is used in the classroom, it enhances pupils’ learning whilst still providing the engagement and wow factor.

The ‘Active worksheets’ have the AR triggers embedded so they can be printed out and distributed to students to support group or individual investigations. They cover a range of topics and concepts within both the KS2 and  KS3 curriculum and are perfect for using to cover specifications of the GCSE curriculum with students.

Spinning Planet looks at the Coriolis effect and is an interactive 3D model of the globe with students able to observe Hurricanes, Cyclones and Typhoons in action across the globe. With a Divided Planet , an interactive 3D model of the Earth enables pupils to examine lines of longitude and latitude alongside the tropics and Equator, these can be switched on and off and highlighted, something you are just not able to do on a physical globe or diagram.

Urbanisation triggers a mini app allowing pupils to control and view the effects of over time of urbanisation with a focus on key urban development variables and ‘tipping points’. Pupils can hypothesis about  urban growth and can develop a deeper understand of how the development of a sustainable urban environment has to be carefully balanced. Enabling group discussions around what happens to an area as it becomes urbanised? It also enables pupils to explore what kind of developments take place and how it affects the population, the environment, the economy and the social structure.  Our Changing climate tackles an incredibly complex subject matter of climate science through an interactive mini app that is triggered allows pupils to see the effects of climate change to this point and then model the possible outcomes on certain elements such as temperature and see level over time, something again that more traditional methods of teaching can not convey.

You can watch a walkthrough of the video below:

The Explore Geography resource features context based resources that are a blend of clear  and concise information and cutting edge Augmented Reality technology on the same page. A teacher guide is provided with instructions for activities the class can complete, or the resource can be used as a starting point with teachers developing their own lessons around them.  The free Geography ActivLens Augmented reality app for ioS and Android brings the information sheets to life with videos, audio, 3D models and animation.

 

 

The Romans – New AR and VR content.

The Romans in London resource has been a favourite amongst History teachers across the key stages for the last couple of years with over 200,000 page views since it was launched. This comprehensive resource has now  been updated with both AR (Augmented Reality) and VR (Virtual Reality) content.

Using incredible Augmented Reality, you can now see first hand examples of Roman life.  There are 10 trigger images in total that can be used alongside the Romans in London resource, they include working out calculations using Roman numerals, labelling a Roman Soldier, listening as Julius Ceasar takes us through important events as well as firing a first century Roman Balista.

You can see the AR in action in the videos below:

You can download the AR app for iOS devices here and for Android here

The VR element of the resource places the children on Hadrian’s Wall on a cold snowy night, using the app for either android or iOS devices and a compatible head set, the children can be transported back in time and are placed on top of the wall guarding the camp, to enjoy the full experience it is recommended that headphones are used.

The Romans in London resources are structured into the following sections:

  • The Roman invasion and the army
  • Boudica & the growth of Roman settlements in the London area
  • Everyday life
  • Baths & entertainment
  • Religion
  • Transport, trade & industry
  • Interactive Map of Roman find sites

The resource also features an interactive map of Roman London with Google Maps integration and Streetview showing the major Roman find sites. This simple tool allows any child in any location in London to explore the Roman Legacy wherever they live or go to school. 

High resolution images and High quality video resources including:

  • Gladiatorial battle re-enactments
  • The major Roman remains in the City of London
  • Replicas and real artefacts uncovered from archaeological discoveries in London
  • High resolution photographs courtesy of Museum of London Picture Library and Museum ofLondon Archaeology
  • Reconstructions of what Roman London might have looked like, maps and images of artefactscourtesy of Museum of London Picture Library

You can watch a summary walkthrough video below

and also the trailer can be found here:

The Museum of London also offer schools a range of workshops and sessions for schools that are studying the Romans over the next two terms, sessions include: Roman Amphitheatre, Hands on Romans and written in bone, you can find out more about the sessions here.

Sigurd and the Dragon VR

LGfL have once again teamed up with Computeam and Roger Lang FRSA, a long standing expert on this period of history to bring you an immersive mixed reality resource based on the tale of Sigurd and the Dragon.  Using Roger’s beautiful 3D photogrammetric scans of the cross we have brought this incredible object to life in amazing detail, allowing pupils to access its history and beauty, offering an innovative educational experience, that puts the pupils at the centre of history.

Sigurd and the Dragon takes the pupils back 1,000 years to the early Viking age in Britain. Using highly immersive virtual reality, they will embark on an impossible and unforgettable field trip to an authentic Viking Longhouse to hear the classic Norse tale of how Sigurd killed the greedy dragon Fafnir.The story is carved on a Christian cross in a churchyard in Halton Lancashire and pupils will also visit the cross viewing it as it remains today.

The virtual reality story telling is also backed up by 5 ActiveWorksheets that display Augmented Reality artefacts exploring themes in viking history from ‘Raiders and Traders’ to ‘Pagans’. The ActiveWorksheets can be given out to each pupil in your class or to a group of pupils, they are flexible and allow for both individual and group work exercises. This also gives flexibility in the number of devices you have available in your classroom.

The worksheets can deliver video, audio and 3D models & animations, you can tap into each individual’s preferred learning style using a single resource. This also helps EAL and/or SEN pupils who may struggle reading or listening to a resource.

Sigurd and the Dragon VR is a fantastic starting point for a whole range of activities. The ability to take pupils back in time and place is a very powerful experience. They emerge from it engaged and ready to learn. The final activity in the resource covers Green Screen and animation as the pupils tell their tales from Norse Mythology. Within this pack are backgrounds for Green Screen, original music by Roger Lang FRSA, Arthur Racham’s 1911 illustrations and sound effects.

You can find the new Sigurd and the Dragon VR app iOS here or for Android here

You can find the new Sigurd and the Dragon AR app for iOS here or for Android here

This resource can be used alongside Vikings at the British Museum, this striking resource began life as an educational film screened in cinemas around the UK. It not only includes original footage from the film, but also new, exclusive LGfL footage of curators handling Viking artefacts in the British Museum, plus high-resolution images of real-life Viking artefacts and a comprehensive glossary of Viking terms and words.

The resource is split into 8 modules; Archaeology, The Viking Ship, Raiders and Conquerors, TheVikings in Britain, Social Life, Looking Good, Trade and Industry, and Magic and Religion, allowing students to easily access specific topics and information.

Using the Gallery,from NEN children can also find high quality images that they are able to use in their own presentations about life in Viking times.

Tell us how you use VR in your class and share your work either on our Twitter or Facebook pages

Cold War VR Update

Einstein wisely stated, ‘The only source of knowledge is experience’.

As a teacher, we are always thinking on how can we deliver new experiences to students within the limitations of our school space and time, with many teachers finding it harder to go on school trips because of expense and time wasted travelling, we need to look at how technology can provide a range of immersive and engaging experiences that couldn’t normally happen within a normal school day.

The ClassVR by Avantis Whitepaper tells us that:

Virtual Reality, by its pure definition, can deliver experiences and interactions for students that are either not practical or not possible in the ‘real world’, provides an unparalleled way to immerse and captivate students of all ages. Virtual Reality helps students feel immersed in an experience, gripping their imagination and stimulating thought in ways not possible with traditional books, pictures or videos, and facilitates a far higher level of knowledge retention. “

With this in mind LGfL and the amazing team at Computeam have looked at updating our Cold war resource, so that it offers an experience that cannot be found anywhere else, that of a Virtual Reality Nuclear blast!

I spoke to Phil Birchinall Education Director at Computeam Ltd about this exciting update:

“Our challenge was to create a scenario that presented pupils with a realistic experience of the genuine level of fear that existed in the country during the late 70’s and in to the 80’s. Most people then considered it to be a matter of when not if, nuclear Armageddon and ‘mutually assured destruction’ would take place. We wanted to portray how life could change dramatically and instantly in the case of a nuclear strike. At the same time we don’t want to leave students traumatised! Our goal is to provide just enough jeopardy and threat to leave them feeling they have just experienced something significant.

 Also, this is a teaching resource so it has to be loaded with prompts and questions for further study and exploration. We made sure that the context is accurate. The sounds are all genuine sounds from the period, even the date it’s set, 18th July 1981. The bunker is an accurate recreation of a DIY bunker layout produced in the 1960”

 Finally, implementing VR into your curriculum fully can be hard and making sure it has an impact on learning as well as having the wow factor is vital. LGfL with help from ClassVR by Avantis have produced a prompt sheet which can help you on your class journey.

 

 

You can find the new Cold War Nuclear Strike app iOS here or for Android here

Tell us how you use VR in your class by sharing either on our Twitter or Facebook pages.

Augmented Reality updates

Apple have just released iOS 11 to the public, with so many exciting new features, one of the features you may have missed is the inclusion of ARkit a software development kit to enable the creation of new Augmented Reality Apps.

Bridging the gap between the virtual and physical worlds, Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are “augmented” by computer-generated or extracted real-world sensory input, AR changes the way we see, imagine, and learn about the world around us.

AR in education allows students to interact with objects and concepts that they could never do without the aid of technology. Though it might be a buzz term in education circles, don’t assume that AR is just another fad. After all, profound learning occurs when students create, share, interact and explain by working with the environment around them.

LGfL have been at the forefront of using AR and have partnered with the AR experts at Computeam to create augmented reality apps for the Cold War (KeyStage 3/4), First

World War (Key Stage 2/3) and Maya and Prehistory (both Key Stage 2), and newly released this week Vikings (Key stage 2) Find out more at ar.lgfl.net

Here is what Phil Birchinall from Computeam  thinks about AR and the latest iOS11 update:

“We know that pupils react well to augmented and virtual reality stimuli. It creates a moment that they will remember. So, if that moment is structured within robust learning resources, that cognitive trigger and memory becomes associated with the subject or learning. We’ve learned a lot during our partnership with LGfL and have seen how pupils absorb and relate to this technology and how it can accelerate and deepen learning.

iOS 11 is a significant step forward. With ARkit we can now move away from trigger images (where appropriate). For example, in the LGfL WW1 resource, it’s possible to virtually drive a Mark 1 tank from 1916, but only triggered from an image (make sure you update your app!). With ARkit, that tank could be on any flat surface and could also be made to appear life size”

If you are still wondering ‘Why Augmented Reality?’ you may want to read this LGfL feature article on AR in teaching & learning.

 

How has AR in your classroom helped support learning?