Book Week Activity Augments Reality

Entrance to the Preparatory School Library celebrating Book Week 2015

Entrance to the Preparatory School Library celebrating Book Week 2015

The St Andrew’s College Library Manager, Mrs Cathy Kennedy, runs an annual Book Week for students across the College to engage in. Each year this week includes many competitions and prizes, with at least one activity having a ‘tech focus’ for students. 2015 was no different with the students encouraged to create “Auras” for books that would link to video content or book review trailers through the use of Aurasma Software.

Aimed at our Preparatory School students, the challenge for them was to promote some of their favourite books by creating interactive posters which contained a “trigger” for media content to display over the book cover. To achieve this, a smart phone running the free Aurasma app could be held up in front of the book cover or poster, and then the video content would start to display.

Sound confusing? Here are some screenshots of what it looks like:

This slideshow requires JavaScript.

The rectangular content “overlaid” on the book is the augmented reality video clip used by students and displayed via Aurasma

The winning poster submissions and a number of books with Auras waiting to be scanned

The winning poster submissions and a number of books with Auras waiting to be scanned. Note the Aurasma bookmarks indicating books that have an Aura

Helpfully, Mr Wilj Dekkers had introduced his Year 6 class to using Aurasma earlier in the year, so Mrs Kennedy had some students familiar with the technology. To assist the others, she:

  • Sparked interest by creating an example Aurasma interactive poster in the library (that linked through to this Animoto Video)
  • Created a number of instruction sheets around the library
  • Ran a lunchtime tutorial for those wanting some hands on assistance

With two year group categories for judging the winners, students in Years 4-6 and 7-8, created around 40 Auras which was excellent. A key learning experience for Mrs Kennedy and the students was understanding that students and staff that wanted to see the Auras needed to be following the “standrewslibrary” Aurasma account before scanning an Aura worked correctly. As Mrs Kennedy explained:

Aurasma works a bit like Twitter – just like you need to be following a Twitter user to see see their Tweets, you need to be following an Aurasma user to see their Auras.

With this cleared up, students could happily see what their classmates had created. By using a shared Aurasma account to create the various Aura (to ensure they were collated under one user and therefore easier to find), opportunities for reinforcing good Digital Citizenship practices emerged. Among these were:

  • Students could not edit/remove the Aura of another student
  • Students had to still clearly name their Aura so they were identifiable

Pleasingly, the students were very good at the above and this created a positive culture of creating and sharing Auras that promoted a wide range of books.

The back wall of the library was beautifully themed to celebrate book week and contained a poster celebrating the start of Book Week that doubled as an Aura that students could scan:

Library Back Wall

Reflecting on this activity, Mrs Kennedy noted that the task was actually quite complex and required a fair amount of work and persistence from the students, therefore it was pleasing there were so many submissions. Whilst a paid account with Aurasma is quite expensive, it is something that she would consider in the future since it would open up a wider range of sources to link to, such as website links and YouTube videos (the free account only allows linking to content uploaded to Aurasma).

The winning student posters promoting a book with an Aura are:

Getting Creative with Writing

This post is based around work done by Ms Tam Yuill Proctor. She has already blogged about this unit here. She has also created a Sway about it, which you can view here.

One of our aims, as an eLearning team, is to foster and supplement the intrinsic enthusiasm of many of our staff. We find this blog is a great way to publicise and celebrate the success that we see every day in our school.

studnetsOne such staff member is Ms Tam Yuill Proctor. A previous post on this blog described her success with using Google Earth to explore film setting with her Year 10 English class. This activity was part of a wider unit exploring the importance of setting within English. In response to the great work her class produced in this activity, Ms Proctor approached me to talk through some ideas to continue this innovation-based learning with this class.

Example video showing a world created by a student to inspire their creative writing 

With a continued focus on setting, the class was given a fairly stereotypical short story brief. Write a short story of approximately 600 words with the theme of Conflict. Each student must produce at least four drafts, make those drafts available to their peers for feedback and feedforward, and act on appropriate advice given. Nothing particularly groundbreaking here!

RCstill

A scene created using the source engine of the game Counter-Strike

However, acting on inspiration gained from a keynote address given by Australian author Michael Pryor at the NZATE English Conference, Ms Yuill Proctor had students design the setting for their story before they wrote it. The period before the recent school holidays, the students were set the task of creating a virtually designed setting for their story. They were able to use any digital platform they wanted, and could spend as much time as they wanted, over the holidays, on the setting. The results were remarkable.

While a smaller number of students contacted Ms Proctor asking if they could work in ‘the real world instead’ the vast majority of the students stuck to the original brief. There was a wide variety of work produced, with settings constructed in Sketchup, Paint, Minecraft and the source engine of the game Counter-Strike.

Sketchup

Student’s setting made using Sketchup

Bringing the learning together

The final aspect of this task involved students recording a short video, or audio recording that would allow them to clearly the author’s purpose, specifically regarding the setting they had designed. The challenge we now faced was what is the best way to tie all this great work together in a way that was accessible for a larger audience. Our original idea was to use the augmented reality App Aurasma, which has been used with some success in the Preparatory School. Unfortunately it quickly became obvious that the use of this App, with this particular group, was going to be problematic as although the class all had their own laptops, not all had a compatible smartphone.

The obvious solution was to host students’ videos on You Tube and create the links with QR codes instead. This proved to be a great decision as all students were able to create and link their codes effectively and quickly. The other pleasing aspect of this success was that it further consolidated my belief that, in a classroom setting, it is usually much more effective to use an easy to use tool, that a more complicated substitute that may, in fact, have any tangible value added.

The 3D printer creating the Minecraft setting created by a student

The 3D printer creating the Minecraft setting created by a student

With many students choosing to create their setting in Minecraft, Ms Yuill Proctor and I were really conscious that it might be difficult for the audience of the story to get a full appreciation of the complexity of a Minecraft setting design from a 1D picture. Resultantly we decided to print these designs on the school’s 3D printer. The knowledge of Joshua Harrison, a member of the IT team, was instrumental at this stage, and I acknowledge his important contribution.

Printed Example of a 3D setting

Printed Example of a 3D setting

Reflections on a job well done

I was particularly pleased with the fact that this, very successful, unit is a great example of a teacher challenging herself, and her students, with an activity that is clearly modification on the SAMR scale.

Ms Yuill Proctor was also very pleased with the results of the unit; especially the fact that it “fully integrated all aspects of the English Curriculum.” The creating meaning and the making meaning Curriculum Strands were both clearly addressed and the structured nature of the unit allowed student agency to come to the fore.

Example of Student Work

The following story is based around a setting created in the source engine of the game Counter-Strike. Use the QR code to see a video of the setting, or click here!

Continue reading