Computer-generated simulations of 3D environments; a composite view of the real world and computer-generated inputs; social learning experiences that include a story line in which participants' actions affect the outcome.
Starting with the Alamo in 1836, Experience Real History (ERH) uses cards and RealityBoards, in addition to apps, to help students gain insights into history. The Reality Board is a large mat with a printed image of the 1836 Alamo from a bird’s-eye view.
eureca by imerzon provides deep learning experiences with augmented reality (AR) by placing animals, shapes, objects, and much more around users’ environment. For example, the app provides an interactable world using AR in which a child can play with an apple or a ball while he or she learns to identify the object.
Commonwealth Shakespeare Company has taken Shakespeare’s most iconic play to the cutting edge of immersive storytelling in Hamlet 360: Thy Father’s Spirit, using the power of virtual reality (VR) to plunge viewers into Hamlet’s harrowing journey. This cinematic 360-degree adaptation explores new dimensions of the photoplay medium by casting the viewer as the Ghost of Hamlet’s dead father.
What if students could bring their ideas to life by just saying them out loud? Using the Moatboatapp for iOS, students speak, and the app does what they say. Students can give characters things to do with more than 1,000 objects and actions across 15 unique environments.
Created by Designmate for iOS, Plantale is an engaging learning app that takes students on a journey of a plant’s life. Using the Plantale app, students can explore a sunflower plant’s life cycle and reproductive cycle in augmented reality (AR).