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Blog 1 - Week 1 - The Best Emerging Classroom Technology on the Market! - Quiver

Writer's picture: William LeeWilliam Lee

Updated: Mar 26, 2023

As technology keeps evolving, it is very important to have incorporated in the classroom as it can highly assist in enhancing certain hands-on teaching activities and what better way to do it then introducing augmented and virtual reality experiences in the classroom? Augmented reality has elements of enhancing learning capabilities such as critical and creative thinking, problem solving and in-class collaboration that leads to a better learning environment (Brindha & Kamatchi, 2022).


One of the greatest examples of an augmented reality learning experience is an application called 'Quiver.' The application provides intensive learning experiences with colouring pages that become 3D animated objects once seen through Quiver.


Quiver allows students are able to see their imagination turning into reality and learn in real time. A student must choose from different colouring packs available on the application and download and print the image uncoloured. Once the image is printed, the student will colouring the image to their preference and see their 2D object come into 3D perspective. This is accomplished by putting the coloured image in the camera view of the Quiver application. Once the image is uploaded, the Quiver's 3D augmented reality animates the image and shows different options to play with the image.


Below illustrates an example of how a student is able to learn about animal cells through the Quiver application. The application is able to label different parts of animal cells within the image. There are different options for students to play around on the application. Students are able to learn the names of different cells, quiz themselves with accurate answers and gain a general overview of the cell structure. This touches on different pedagogical approaches where it creates a collaborative, reflective and integrative approach to learning (Brindha & Kamatchi, 2022). This can be used for subjects such as science, history and geography. Students are able to store these images in the application and revert back to them for revision of past work and learning. This stimulates creative thinking and a playful environment that encourages long-term learning. This also creates higher engagement for students as it is innovative, out-of-the ordinary of what they would usually expect, new and exciting. Augmented reality assists in eliminating the gap between the real and the digital world via providing convenience, variety and a large database to rely on. It provides a good shift from passive to active participation which boosts knowledge retention by providing visual learning and active participation (Thornton et al., 2012).



References


Brindha, D. S., & Kamatchi, T. P. (2022). The Augmented Reality Pedagogy. 9(1).


Thornton, T., Ernst, J. V., & Clark, A. C. (2012). Augmented Reality as a Visual and Spatial Learning Tool in Technology Education.


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1 Kommentar


Viet Nguyen
Viet Nguyen
11. Apr. 2023

Hi William,


I can confidently state that I am more equipped and informed with valuable understanding regarding the Quiver application and the opportunity it offers in learning. You included 2 short but highly informative and useful videos introducing Quiver and a practical example of how Quiver can be used in learning. This was an effective way to address this content as it provided a visual representation of how the application can be utilised. Moreover, I noticed that you provided a detailed discussion towards the specific subjects in schools that Quiver can serve as a useful tool and the classroom and learning aspects that Quiver can positively impact.


A recommendation I have towards how your blog can be improved is focusing…


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