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A Journey from fun to learn: Augmented reality Books
Posted: Dec 27, 2016
Augmented Reality Technology sourcing learning environments. What strikes first in the mind while thinking about AR technology is entertainment and games, but, today what it has changed is the way the people learn?
The digital era has though endowed mankind with countless extras and ease of working but has drained much of the interest of young generation from the traditional modes of learning, as they seem outdated and old- fashioned. What makes me note here is the statistics depicted that over half of children under 10 uses one or more among the wide genre of digital gadgets in the leisure time. The figure itself suggests the idea of creating a digital space for the kids for learning in a fun way.
In today’s era, even a nicely narrated story in a book can no more engage a child and open his gates of imagination and curiosity. There lies a question ahead of education administrators all across the globe, to derive a tool to engage the young kids more deeply by enhancing their learning and development.
The answer is augmented reality books for learning. This concept is though not new but is unripe in terms of awareness and acceptance. Augmented reality books go alive with added advantages such as:
:> By means of interactive lectures, the kids get to understand the concept more thoroughly.
:> Interactive session by the virtue of 3D videos, graphics, images, and texts entice and engage the readers for a prolonged time.
:> enhanced vision and understanding fosters intellectual curiosity and give wings to the children’s imagination.
:> serves as a highly economical and portable tool to learn anytime anywhere with no additional cost.
:> Visual information creates a long-lasting impact on child’s mind thereby assuring higher retention.
With so much to offer, many book publishers have been the early adopters of this technology and have succeeded in setting out a learning environment that holds the kids’ interest for a longer time. Listed below are examples of few such books:
- Interactive game book by’ Total Immersion’: This unique book clinches the kids’ interest by way of an interactive platform, wherein the little ones are required to point to the objects in line with the voice commands. This book acts as a companion, offering fun and element of inquisitiveness.
- Dragonology: This phenomenal book showcases some amazing yet scary real-looking moves of the dragons that once ruled the world. The kids get the experience of knowing about these dragons more closely and the entire experience is more edifying and engaging.
- Zooburst 3D pop-up books: This best-in-breed storytelling digital instrument allows the users to create their own 3D pop-up books with a maximum length of 10 pages. It allows adding your own images or open source vector images to fabricate a story that entices the readers beyond the realms of possibilities.
- Wonderbooks by Sony: This unique introduction by Sony transforms any hard-copy book to digital book thereby allowing a high level of interaction with the readers. The first book to take up this trend will be Spells by JK Rowling, which would empower the readers by letting them learn magical spells and trying their hands on the same by virtue of AR technology and PS3.
It’s rightly said ‘Between the pages of a book, there is a lovely place to be’, and who else better than augmented reality book, can create that space of learning and imagination.
About the Author
Yeppar India's first general purpose augmented reality startups. Augmenting your imaginations with realities. The future is here!
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