Augmenting the Primary Classroom – Four effective Apps to use in the classroom

Asking questions such as why use augmented reality in the classroom? Is it just another teaching gimmick? Do my students develop a deeper understanding of what I am trying to teach? are all vital to ensure what technological tools we use in the classroom are current, relevant and redefine our lessons (SAMR Model). In this short article, I look to explore these questions and provide ways that augmented reality can be used effectively in the classroom.
Using augmented reality in the classroom provides students with further opportunities to become immersed in their learning. Students are able to interact with content and skills like never before as they enter new realms, paint in the air and display digital content on top of static objects. Through my own experience in my classroom and I’m sure you have experienced this too, when our students are truely engaged in a topic they want to learn more, they want to delve deeper. Augmented reality allows for our students to become deeply engaged, and although it may seem ‘gimicky’ to begin with, once students move beyond the initial WOW!! They add this into their digital literacy toolkit and begin using it purposefully to demonstrate understanding, a skill or communicate with their audience. I feel the most effective way to use augmented reality in the classroom as a creation tool. Each of the apps below have been selected as they can be used to create AR content.
When used effectively, augmented reality can redefine a lesson. It can make a static poster become interactive or artworks works can be created where no artwork has ever been created before! Augmented reality can allow students to make what was seemingly impossible possible and when students start to create their own content the magic really does begin.
Often, educators use augmented reality and virtual reality as though they are interchangeable however; there is quite a difference between the two:
Augmented reality refers to the layering of computer generated enhancements onto the ‘natural environment’ (being what exists without technology, what we see each day) to make it more meaningful or the ability to interact with it in a different way. It is the blending of the ‘natural environment’ and a technological environment.
Virtual reality refers to a completely artificial environments that are computer generated. This simulation can recreate real life or something more fictional and often involves sound and vision. To have the full effect of virtual reality.
In education, both are very useful tools to enhance our teaching. Currently, virtual reality can be more difficult to use in the classroom for a number of reasons with one of those being cost. This is due to the need to get specific devices that are not usually used in education such as smart phones and viewer. While on the other hand, augmented reality can be used on desktop computers and laptops but is best viewed on tablets due to their mobility.
Below are four augmented reality apps I would recommend to be used in the classroom. The apps focus on student interaction and creating knowledge rather than simple rote learning. Too often I come across apps whether augmented reality or not that invite students to sit, stare and interact with a device with no collaboration or creative thinking. I feel this is simply substitution rather than redefining a task something I feel is important to consider when using technology in the classroom.
Name:Blippar
Cost: FREE
Usability: 5/5
Age: Everyone
The App
This would have to be one of my favourite type of AR apps. Blippar is an app where students can create their own AR content. When every I describe this app to someone I always refer to the Harry Potter newspapers that come alive in the movies. This is exactly what this app is like and has so many different applications within education. Foremost being the ability to display student made digital work samples. To begin building your AR content you need to join up as an educator by emailing the Blippar Education Team. Here is the email I’ve used in the past support@blipparhelpdeskzebdesk.com. After receiving conformation of your username and password you will be able to successfully log into www.blippar.com/build-ar. Here you can add student usernames and passwords so they can create their own content and create projects. Make sure you check out this YouTube video to see how to use the Blippbuilder (coming soon).
Uses in the classroom
Design and create a physical persuasive/explanatory poster with photos. Create videos that further explain their points and embed these within the poster
Build an image based timeline and create videos that describe important events that happened on this date. For example; build an image based timeline of an ANZAC soldier’s/nurse’s life. Ask students to research and create short videos that explain the different events of his life, how he/she felt, what they saw and so forth
Students physically paint an image and embed themselves talking about the process of creating their artwork (for example reflecting) OR extend the artwork by adding a sound, visual or film based component
Scanning an image
Name:Figment
Cost: FREE
Usability: 5/5
Age: Everyone
The App
Figment is an augmented reality app which moves somewhat into the virtual reality realm. When you first open up the app you are welcomed by a range of happy 3D animals, emojis and other strange and interesting characters which you can plant right inside your classroom and interact with. The part that I feel is most useful within the app is the ability to create a portal where you can put students work, put 3D photos, make it snow and more! As you step into the portal look behind you as you will be able to see straight back through the portal to the ‘real world’ hence this app being somewhat virtual reality as well!
Uses in the classroom
Display students digital work in the portal. This is great when parents visit, they are able to pick up a device and begin walking through the child’s portal
Download a 360 degree photo based on your unit of study and upload it to the app. Allow students to completely explore the portal as a stimulus to a narrative, discussion or talk
Example of Use
Name: MeasureCost: FREEUsability: 4/5Age: Everyone
The App
This has become a native app to IOS 12 and is available on both the iPad and iPhone. After waving your phone or tablet around the room you are able to quite accurately measure the length, perimeter or area of an object using either the metric or imperial system. Once calibrated, the app displays a white dot. Simply line this dot up with the beginning of the measure and press the + button. From this ‘anchor point’ pan the iPhone over to the finishing point of your measure. If it is an obvious finishing point, the app will automatically stop measuring. Within this app is also a level feature and is again quite accurate.
Uses in the classroom
This app is fantastic for mathematics. Students can ‘check the apps accuracy’ by using it to measure a length or distance and then using other measuring devices and seeing if it is accurate
A great app to use if students are working on a challenge based unit of work and are constructing something.
Example of Use
Name:World Brush
Cost: FREE
Usability: 4/5
Age: Everyone
The App
World Brush is an app that allows you to digitally paint on the world around you. This GPS charged app allows your artworks to be saved anonymously and when someone scans the area where the digital artwork was created it re appears. The artworks can also be set to private by their creator so they are not visible to anyone else. There are a range of colours and drawing tools that can be used. These are limited which is great news for students as their focus can be on their work.
Uses in the classroom
create a collaborative graffiti wall using ‘The Hope Outdoor Galley’ in Texas as inspiration
walk around the school turning what were once still objects into creatures
take a stance against a local issue in the school or community and create persuasive illustrations/paintings reacting to the issue
use it as a narrative stimulus or response. For example; they may come across a drainpipe and imagine a community of people who live in the gutters and were one day washed into the ‘Big Hole’. They could draw this people and then write a narrative
Please note; if you plan for your students to locate their drawings/paintings around the school check there are no other inappropriate drawings/paintings made by others.
Example of Use

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