Pokémon GO is a big hit. Pokémon GO is a game, developed by Niantic, for iOS and Android devices that use augmented reality to let the user catch Pokémon. The Pokémon can be found in different geographic places. In order to find the Pokémon, the user can use their camera to screen the place and if a Pokémon is virtually present, you will see it on your screen, which combines the virtual world with reality. The user therefore has to physically navigate in order to find and catch Pokémon. Studies even showed that playing Pokémon GO would lead to a healthier lifestyle, using it would lead to an increase in steps in order to ‘catch ‘m all’.
Pokémon GO is the first AR game that has been adopted by the mainstream public. AR can be used for much more than games though. It can also have an impact on an educational level. There are two main functionalities for AR technologies in an educational context. First of all, AR can help students engage in authentic exploration in the real world, and virtual objects are supplementary elements for learners to investigate the real-world surroundings (Dede, 2009). For example, annotating existing spaces with an overlay of information that is location based. The second functionality is the fact that it can extend to the combination of real-world and digital learning resources. For example, AR systems have been created to show students the virtual solar system, the process of photosynthesis and other chemical reactions that they normally could not visualize.
Pokémon GO was a cool and interesting way to make the public aware of augmented reality and how it can be practically used, but let’s use AR for educational purposes to make it more useful in the future. Do you agree with this statement? Do you think AR can be used for educational purposes in the short-term?
Dede, C. (2009). Immersive interfaces for engagement and learning. Science, 323(5910), 66–69. http://dx.doi.org/10.1126/science.1167311
Vega, N. (2017). Playing ‘Pokémon Go’ could make you a healthier person, study suggests. Business Insider. http://www.businessinsider.com/pokmon-go-health-exercise-study-2017-3?international=true&r=US&IR=T
Wu, H & Yu Lee et al. (2012) Current status, opportunities and challenges of augmented reality in education. Computers & Education 62(2013), 41 – 49