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.

Case studies

We have a range of case studies on LGfL, the main purpose of these is to highlight how resources have been used in particular settings.  Giving you an insight into how you can replicate this within your own one and giving you further ideas of how to use the resource.

Our latest case study looks at our World War 1 Trench Virtual Reality experience.

Each study starts with the challenge – what schools were looking for help with:

“in this case it was for pupils to appreciate the wider implications for technology, society and international relations for soldiers in World War 1. To use VR technology to accelerate their understanding of the topic several times over, allowing teachers to get pupils discussing these higher level issues more quickly with a corresponding positive impact on their exam answers.”

 

The case study then details what the school did with the resource, in this case they used the VR element of the resource to immerse the students within the trench experience. The study moves on to explain how they used the resource:

“even though we have limited resources to use in lesson time, with careful management of the classactivities we found that students could get their turn to experience the VR resource.

Next the impact on learning was looked at:

“The achievement of the students has been significantly boosted as result of using this resource.Their engagement levels were remarkable. Many of them were familiar with VR technology, but in leisure context.”

 

To conclude the case study then looks at examples of achievement:

“it makes it much simpler to ensure no one is left behind in their understanding of basic concepts.”

 

You can view the video from the case study below and read the full case study here

We have a range of case studies on the website including: Cold War, CyberPass and BalletBoyz. Do you have a case study to share? We would love to hear from you, you can download the  Case study template.
Any questions please get in touch.

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.