Augmented Reality

The Epic Impact Of Augmented Reality In Primary Science

A new project sponsored by the creators of Fortnite aims to explore the impact of augmented reality (AR) in primary school science. Warren Fearn and Dr Katy Bloom discuss its findings.
Primary school girl using augmented reality (AR) props and tablet/

Primary science education has faced significant challenges since the 2009 disapplication of KS2 Science SATs, which has resulted in the teaching of science at primary level becoming more fragmented, despite it still being a core subject. This has coincided with a sea change in the information consumption habits of children, who now have vast amounts of information at their fingertips through smartphones and platforms like TikTok and Instagram, which deliver content in short, digestible bursts. But how critical are they of the information they receive through these channels?

In response to these challenges, the EPIC AR PROJECT secured an Epic Mega Grant, sponsored by the creators of Fortnite, with the aim of fostering innovation among smaller teams, solo developers and innovators. With this funding, the project aims to pioneer an immersive educational AR experience using the Unreal Games Engine. Through collaborative efforts, a pop-up AR exhibition focused on science relating to 'climate change' was designed to be implemented in schools across York and is currently being piloted in some York schools.

What is augmented reality?

Augmented reality (AR) is a technology that overlays digital content onto the real world, enriching a user's perception of their surroundings. Unlike virtual reality (VR), which immerses users in entirely virtual environments, AR seamlessly blends digital elements with the physical environment in real time. Mixed reality (MR) combines aspects of both AR and VR, allowing digital objects to interact with and respond to real-world elements. Extended reality (XR) encompasses all immersive technologies, including AR, VR and MR, along with other emerging digital experiences. While these terms share some similarities, they offer distinct experiences and applications.

AR's ability to superimpose virtual objects onto physical environments facilitates the visualisation of intangible concepts, aiding learners in understanding abstract ideas or unobservable phenomena (Wu et al., 2013). This immersive experience allows users to interact with digital content within their physical surroundings. Examples of AR applications include popular social media platforms such as Facebook, Instagram and Snapchat, where brands leverage AR features to engage audiences through interactive and entertaining activities.

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