User:Personaatitsbest/sandbox

Overview
3DBear is an augmented reality software that allows children to study utilizing what exists in AR. It was created in Finland in 2016 for remote and in class learning. It creates an interactive experience to a young audience by enhancing their visual experience. Students can import ideas into the application using the Thingiverse. The Thingiverse allows children the ability to learn utilizing what they genuinely desire. Current customers include 20% of schools in Finland, New York City Department of Education, NY, USA, Cradle of Aviation Museum and Garden City, NY, USA

AR learning is a new concept within digital media and allows a younger generation more control over what they see and consume. 3DBear combines technologies and inspiring pedagogic content so children can have a visual understanding on what they consume. Augmented reality, Virtual reality 360-photography scanning and 3D printing. 3DBear is mainly concerned on giving children a new method of learning and creating a new immersive space that may replace classrooms.

Teacher-controlled content is implemented on the application as teachers are given the tools to add their own immersive tasks and assessments for students, 3DBear attempts to make both students and teachers become creators. Kids are able to become creators using 3D without getting into the intricacies of the method, tasks such as create your own emoji are commonly used in the application and allow social emotional learning to then be developed. In one class room teachers created a program where families collaborate and create emojis to express feelings they had experienced in the past month. 3D Bear also allows children to be able to understand what artificial intelligence is and clarify their ideas on what machine learning is and how it is being used. Children will also learn what AI is in our current environment and thus create more ideas using AR and VR in cohesiveness. Using 3DBear children are able to create art and allows a different level of creative art. In another classroom 3DBear was implemented in a love where you live project. Kids used 3DBear to explain in a new way.

Sketchfab
Sketchfab is an application that 3DBear uses to help create the classroom atmosphere and allows children more tools to use to create their digital worlds. Sketchfab plays a large part in AR usage, 3DBear implements many forms of augmented reality in an attempt to blend the real and the virtual world together for students to have an easier form of learning.

=== Augmented Reality in education === Augmented reality in education is a new phenomenon within the digital space as it attempts to transform education. Education is able to extend onto mobile phones, personal computers and can be made available to students at any time. Students are able to use GPS technology allowing the user's real world location, ensuring that contextually relevant virtual data are provided to the student. Image recognition software allows real world images to be used as triggers for the user and thus the user is able to understand a concept of education in a much easier form.

Speakers and sound system enable relevant sounds and audio to be played, creating an environment that the student can understand much easier. Internet access provides a means of storing and sharing media, allowing students to discuss their findings in a much easier way. Intuitive features such as touchscreen and haptic feedback allow the student to create a virtual reality and thus, understand the educational concept they are being taught. Technologies provide a more natural means to interact with and manipulate virtual objects

In an educational sense Augmented Reality technology allows educators to create a scenario, and provide location specific information based upon GPS position. The use of augmented reality in the classroom has repeatedly shown an increase in student engagement.

Different forms of Augmented Reality learning
Constructivist learning uses augmented reality in a way that encourages students to engage on a deeper level with tasks and allows students to make lasting connections due to them being directly involved with the education and the knowledge they are obtaining. Situated learning allows authentic and contextualized learning is enabled by merging the real world into the classroom. Games-based learning allows the student to face a digital narrative and utilize what they have learnt to take on the challenge within the game, this allows the skills they used within the game to transfer onto real-life application. Enquiry-based learning offers a means to electronically gather data for future analysis. Augmented reality supports enquiry by providing information that is contextually relevant to the topic being investigated.

=== Popular surge due to pandemic === In 2020 the Covid-19 pandemic happened, and thus classrooms across the world were shutdown. This forced education to commence online, the use of AR in education became necessary for some students as it allowed a new form of connection between teacher and student. This surge in popularity allowed many new users to engage in online learning. The use of zoom and AR technology allowed students to simulate the feeling of being in a classroom and showcased its use within contemporary society.

Due to the pandemic online learning became more popular to the public. Applications such as Zoom saw their highest surge of users, their app come fourth on the most downloaded apps of 2020. 3DBear also benefitted from the pandemic as Apple showcased their application in a collection of remote learning tools for educators during the Covid-19 crisis under the creativity and productivity section

3DBear created an AR challenge where students could use hashtags to create an image that showcases art and history. Every week throughout the pandemic users would be able to submit their creations on a topic that the application would choose. Topics would range from astronomy to creating an environment within the user's room. This implementation of AR encouraged staying home whilst also engaging in educational learning, mandating the stay at home protocols of the pandemic whilst also allowing audience engagement.

=== Problems with online learning === The pandemic also showcased some problems with augmented reality learning. At times technical expertise has to be showcased in the understanding of AR technology and some teachers have not been trained enough to understand this concept.

Financial problems
Online learning requires some sort of financial income and thus some students are not able to receive as much education as they would within school. Some students can feel left out from the learning experience due to not having certain applications that would allow the experience to be seamless. A lot of AR gear is expensive and some families may not have the financial capabilities to afford the AR experience.

Inexperienced teachers
If Augmented Reality fails to function as intended the teacher present may not have the facilities to fix the issue, thus more problems can arise out of this. Teachers may require a high level of support to ensure a positive outcome when using Augmented Reality. Augmented Reality within education is reliant on the skills of the teachers facilitating the classroom. However, more impoverished schools may not be able to afford the training of AR technology onto many teachers and thus the implementation would not be a beneficial one.