In this lesson, students will build on all the hardware and software …
In this lesson, students will build on all the hardware and software they have used so far and take a deeper look at one specific component known as the servo motor. Students will build and test a Sample Label Bot using RVR, the littleBits servo and a micro:bit that can help the New Horizon researchers by labeling their water samples from the Great Pacific Garbage Patch.
Estimated time required: 2-3 class periods.
Technology required for this lesson: Code Editor, Electronics Kit, Laptop/Desktop, Robotics Kit, Tablet.
In this lesson, students will learn about Afrofuturism through exploring the Afrofuturism: …
In this lesson, students will learn about Afrofuturism through exploring the Afrofuturism: A History of Black Futures collection at the National Museum of African American History and Culture. Students will complete an online scavenger hunt and engage in a discussion about the cultural significance, key ideas and themes, and impact of Afrofuturism. They will also compare and contrast Afrofuturism and Black Futures. As an extension, students might give input on any ideas regarding Kinfolk’s monuments of Sun Ra, P-Funk, and Octavia Butler.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Internet Connectivity, Laptop/Desktop, Smartphone, Tablet, Tablet or Smartphone.
Explore tools that you can use with teachers during coaching meetings, professional …
Explore tools that you can use with teachers during coaching meetings, professional learning or self-guided study to improve their understanding of learner variability. Coaches will develop their own collaborative action research process to drive change in teachers.
Approximate time to complete this course is 4 hours.
Explore tools that support research, professional learning, or self-guided study to improve …
Explore tools that support research, professional learning, or self-guided study to improve your understanding of learner variability. Educators will develop a plan for embedding research-based practices appropriately within their professional learning opportunities
Approximate time to complete this course is 4 hours.
Come learn how to curate digital content to support student learning within …
Come learn how to curate digital content to support student learning within a learning management system (LMS) by following best practices that include conducting a learner analysis and using user experience (UX) design strategies for curating lessons in a digital format. The learner will examine the purpose of using learner analysis and UX design best practices for curating digital content within an LMS. , The learner will explore strategies for curating digital content within an LMS to support student learning.
Approximate time to complete this course is 4 hours. A micro-credential is available from Digital Promise upon completion.
After your group explores the Arcadia Earth app section titled Keep the …
After your group explores the Arcadia Earth app section titled Keep the Great Lakes GREAT! and are introduced to challenges the amazing Great Lakes face, learners investigate their own use of a precious resource, water. The lesson culminates with learners developing strategies to conserve water and identifying how they can play a part in keeping our Great Lakes Great!
Estimated time required: 1 class period.
Technology required for this lesson: Tablet or Smartphone.
In this lesson, students will learn about Augmented Reality and use a …
In this lesson, students will learn about Augmented Reality and use a Merge Cube to create a 3D astronaut name-tag. Note: the activity in this lesson requires your class to have access to a paid “Pro CoSpaces EDU” account. If your class does not have a paid CoSpaces account with the Merge Cube add-on, students can still view Merge Cube projects but won’t be able to create their own.
Please email VILHQ@asu.edu if you are interested in receiving free CoSpaces “Pro” annual licenses.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Laptop/Desktop, Smartphone, Tablet.
In this lesson, students will hold the planet of "Sand Land" in …
In this lesson, students will hold the planet of "Sand Land" in the palm of their hands and even learn some words from its native language. Then, students will create their very own planets and languages using CoSpaces and the Merge Cube.
Please email VILHQ@asu.edu if you are interested in receiving free CoSpaces “Pro” annual licenses.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Laptop/Desktop, Smartphone, Tablet.
In this lesson, students will learn how to program an interactive AR …
In this lesson, students will learn how to program an interactive AR pinball game using coding and physics in CoSpaces EDU. They can then play their game on the Merge Cube.
Please email VILHQ@asu.edu if you are interested in receiving free CoSpaces “Pro” annual licenses.
Estimated time required: 2-3 class periods.
Technology required for this lesson: Augmented Reality, Laptop/Desktop, Smartphone, Tablet.
This is an applied project where your students will choose from three …
This is an applied project where your students will choose from three different project options, then use the design thinking process to create an augmented reality app that solves their user’s problem. In Lesson 1, each student will read all three project overviews. Then, they will choose the project they want to work on for the remaining lessons in the project! Note: the activity in this lesson requires your class to have access to a paid “Pro CoSpaces EDU” account.
Please email VILHQ@asu.edu if you are interested in receiving free CoSpaces “Pro” annual licenses.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Laptop/Desktop, Smartphone, Tablet.
In this lesson, students will learn more about their user and complete …
In this lesson, students will learn more about their user and complete the first two steps in the Design Thinking process: Empathize and Define. Note: Students should only work on the material that corresponds to their project choice. For example: if a student chose Project 2A, they would only work on the Project 2A content.
Please email VILHQ@asu.edu if you are interested in receiving free CoSpaces “Pro” annual licenses.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Laptop/Desktop, Smartphone, Tablet.
In this lesson, students will ideate and sketch designs for their AR …
In this lesson, students will ideate and sketch designs for their AR app project. Additionally, they will create a “features list” for the free and premium versions of their AR app. Note: Students should only work on the content that corresponds to their project choice. For example: if a student chose Project 2A, they would only work on the Project 2A content.
Please email VILHQ@asu.edu if you are interested in receiving free CoSpaces “Pro” annual licenses.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Laptop/Desktop, Smartphone, Tablet.
This lesson should take 2-3 class periods, or about 100-150 minutes to …
This lesson should take 2-3 class periods, or about 100-150 minutes to complete. In this lesson, students will use CoSpaces and the Merge Cube add on to create two prototype of their AR App: a free version, and a premium version. Note: Students should only work on the content that corresponds to their project choice. For example: if a student chose Project 2A, they would only work on the Project 2A content.
Please email VILHQ@asu.edu if you are interested in receiving free CoSpaces “Pro” annual licenses.
Estimated time required: 2-3 class periods.
Technology required for this lesson: Augmented Reality, Laptop/Desktop, Smartphone, Tablet.
In this lesson, students will finalize their AR projects, create a poster/advertisement …
In this lesson, students will finalize their AR projects, create a poster/advertisement for their project, share their project with their peers, give/receive feedback on each other’s projects, submit their designs, and answer a series of reflection questions. Note: the content for 2A, 2B, and 2C are almost identical in this section. This is a great chance for students to teach each other about their specific project choice and user!
Please email VILHQ@asu.edu if you are interested in receiving free CoSpaces “Pro” annual licenses.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Laptop/Desktop, Smartphone, Tablet.
Augmented Reality for Educators: Tools for Student Engagement Find out how educators …
Augmented Reality for Educators: Tools for Student Engagement Find out how educators are experimenting with outside-the-box approaches to student-centered learning using Augmented Reality. Discover effective ways to incorporate Augmented Reality into your curriculum with a look inside the classrooms with two educators who are creating more interactive learning experiences for students with this innovative technology. Augmented Reality for Educators: Best Practices for Classroom Management Meet an educator who models effective techniques for managing the planning, tools, activities, and administrative expectations to ensure students get the most out of Augmented Reality learning without disruptions or chaos. In this video you will learn tools to manage AR in the classroom, establish expectations for students, and general words of wisdom from an educator implementing these techniques in his teaching. Augmented Reality for Educators: Tools for Student Engagement , Augmented Reality for Educators: Best Practices for Classroom Management
Approximate time to complete this course is 30 min.
Aurelia will introduce students to biological adaptation using fish as the model …
Aurelia will introduce students to biological adaptation using fish as the model organism. Organisms have adaptations that help them survive in their environment, including fish. Fish live in a variety of habitats thus leading to their diversity in body form and shape. To better understand how adaptations are tailored for various environments, students will explore the Pelagic enviroment. Pelagic fish live in the pelagic zone of ocean or lake waters – being neither close to the bottom nor near the shore.
In this lesson, students will use the Aurelia app to learn about …
In this lesson, students will use the Aurelia app to learn about aquatic ecosystems. This is lesson one of five, which is designed to be taught in a sequence.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Smartphone.
Aurelia will introduce students to biological adaptation using fish as the model …
Aurelia will introduce students to biological adaptation using fish as the model organism. Organisms have adaptations that help them survive in their environment, including fish. Fish live in a variety of habitats thus leading to their diversity in body form and shape. To better understand how adaptations are tailored for various environments, students will explore the freshwater enviroment. Freshwater fish are those that spend some or all of their lives in fresh water, such as rivers and lakes, with a salinity of less than 1.05%.
In this lesson, students will use the Aurelia app to learn about …
In this lesson, students will use the Aurelia app to learn about aquatic ecosystems. This is lesson two of five, which is designed to be taught in a sequence.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Smartphone.
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