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Why AR?

Explore and create
Pre-registration required

Explore and create : BYODex

Wednesday, June 26, 12:30–2:00 pm
Location: Franklin 1-2, Marriott

Brian Cauthers   Jennifer Cauthers  
Learn about augmented reality and why it is such an exciting resource for educators and students compared to other tools. We'll feature tools and apps that allow students to create and interact in an augmented reality format.

Audience: Coaches, Teachers, Technology coordinators/facilitators
Skill level: Intermediate
Attendee devices: Devices required
Attendee device specification: Smartphone: Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS
Participant accounts, software and other materials: CoSpaces (AR feature) and Merge Cube
Geogebra AR
Thyng and Orb
Shapes - 3D
Focus: Digital age teaching & learning
Topic: Augmented, mixed and virtual realities
Grade level: PK-12
Subject area: STEM/STEAM, Computer science
ISTE Standards: For Students:
Innovative Designer
  • Students develop, test and refine prototypes as part of a cyclical design process.
For Educators:
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.

Proposal summary

Purpose & objective

Participant Outcomes: Participants will be able to:
Explain the pros and cons of using augmented reality in the classroom setting (when compared to other tools, such as virtual reality)
Create a basic lesson or sample model for each of the tools presented in the session
Design lessons using the tools that encourage student creation of original content which shows application of course objectives
Design lessons using the tools that incorporate student creativity, storytelling, coding and design elements.
Choose tools that enable students to publish their work for a global audience for sharing, collaboration and review.
Tools included:
CoSpaces (AR feature) and Merge Cube integration for AR portals and coding AR experiences
Metaverse (coding, storytelling, gamification, digital breakouts and more)
Geogebra AR - math modeling using real world objects, visualizing math concepts
Thyng and Orb - design and build AR experiences on mobile devices
Vectary - convert 3D sketches into new AR file format for iphone use and realistic representation
Shapes - 3D shapes modeling - explore, create, deconstruct and design various 3D shapes in augmented reality


Content and activities:
What is AR intro
Pros and Cons of using AR versus VR or traditional imaging
Do not need headsets
Reduce eyestrain and motion sickness
Multiple people can view and share at same time
Better for younger students (limited use recommended for VR for younger students)
Some can be used with chromebooks that run android apps
AR apps that allow for student design and creators of content
Teach the basics of each app and discuss application examples for various content areas and age groups

Potential apps to feature:
CoSpaces and Merge cube - update to enable AR portals, coding and more
Shapes AR - 3D modeling, creation and deconstruction
Metaverse - coding, gamification, digital breakouts
Geogebra AR - AR modeling of real world objects using math equations (depending on audience)
Vectary - exporting 3D models for use with iOS 12 apple devices
Time: approximately 10 minutes per app featured

Peer-to-peer interaction to discuss and share pros and cons of AR and use of AR in their classes
Device based activities for each app to learn the basic skills of creating within the app
Crowdsource ideas for best apps, ideas for use
Swag giveaways

Supporting research

Advances in AR https://www.cc.gatech.edu/~blair/papers/ARsurveyCGA.pdf

Micah Shippee
Jaime Donnelly

More [+]


Brian Cauthers, MCSD
ISTE Certified
Jennifer Cauthers, Mahopac Central Schools
ISTE Certified

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