Peel X specialises in designing XR and AR experiences that connect people with learning experiences and here they analyse the revolutionary shift towards interactive learning and AR technology use.
Peel X are experts in using cutting edge technical expertise to help people see all kinds of things differently. Based in the UK, Peel X develop extended reality (XR) experiences for all kinds of sectors, including teaching and education.
Using digital technology to push the boundaries of digital interpretation and storytelling, Peel X has a unique take on the viability and possibilities surrounding interactive learning. Peel X’s AR trail apps are designed to take learners on interactive journeys through breath-taking visuals, superimposing digital content onto the real world to create a fully immersive experience. The AR technology enables learners to see and interact with virtual objects in their physical surroundings, providing a deeper understanding and appreciation of the subject matter.
Interactive learning is a teaching pedagogy that incorporates computers, social networking and various forms of tech (including augmented reality and virtual reality).
In many ways, interactive learning has evolved out of the almost complete digitisation of our world, and forms an essential part of engaging students in meaningful ways. Interactive learning also creates a more collaborative environment where the boundaries between students and teachers are more blurred.
In the case for virtual world-building, it is important to have a keen attention to detail. Peel X prides itself in their historically accuracy in developing virtual environments that replicate the sights, sounds, and sensations of the time. This can be seen in the York Mansion House’s interactive
cook-along exhibit, which uses AR technology to let users experience what it’s like to be in a Georgian kitchen and providing a fun learning experience for all ages.
There are myriad ways that a teacher can implement interactive learning programs into the classroom in a way that will reach children, young people and students. Techniques to explore include, for example:
Studies show that gaming in education can increase social activity and problem-solving
skills. By engaging students in different ways to use their imagination to
access gameplay, this kind of interactive learning can improve co-ordination,
memory, confidence and facilitate a deeper understanding of the subject in
Educators and students have access to the kind of global collaboration that simply wasn’t available prior to technological development. Resources can be shared, knowledge pooled and lessons shared, boosting all kinds of skills for the child and teachers alike.
Parents, instructors and students can access QR codes using smartphones to unlock and watch lectures, information and engage in different forms of instructions.
Augmented Reality (AR) is Peel X’s specialism. The technology merges virtual worlds seamlessly with the real-world environment by overlaying digital information including audio, video and graphics.
A key example of this is the Uist Unearthed project bringing archaeological sites to life. The use AR technology to project the ancient sites onto devices can give users the freedom to explore ancient sites from any angle, discovering details that may have been previously unknown.
Think back to the official launch of Pokemon Go in 2016 for a reminder of just how accessible AR gaming is for people. Using the creativity and ideas from AR gameplay and transforming it into AR apps perfect for school lessons and learners of all abilities and age creates a way to continue interactive learning in new ways.
Using AR in the school classroom boosts creativity, interaction and the absorption of lessons and learning techniques. Peel X proves that AR can be used in many ways to encourage students to participate in the process of learning.
Now that the vast majority of smartphones can support augmented reality, there are many real-world use cases proving its worth for sharing knowledge inside and outside of the classroom.
The inclusion of AR trail apps has supplemented interactive learning as they provide an immersive learning experience that keeps learners engaged. AR trail apps can be used to create interactive learning experiences for various subjects such as history, geography, science, and art.
For example, an AR trail app can take learners on a virtual tour of a historical site, providing them with information and interactive activities that enhance their learning experience. Overall, AR trail apps can make learning more engaging, interactive, and fun for learners of all ages.
Augmented reality allows a lesson to include interactive, effective and meaningful experiences. For instance, a history course could include immersing students into the range of interactive displays developed by Peel X for the Derby Museum of Making.
This is great example of interactive learning that helps people focus on the evolution and historical developments over 300 years of Derby history. Using touchscreens and a visitor app, the technology allows visitors to create their own trail to follow.
Another Peel X AR app that enhances the way in which people can communicate with and learn from information is the Dublin Discovery Trails AR app. Bringing a new dimension to digital storytelling, the AR app is called Doors into Docklands.
AR within education – whether that’s aimed at school children, older students or learning experiences outside of classrooms – is currently totally revolutionising the way in which education is delivered.
It’s the most important EdTech trend right now and definitely something for parents to watch. Augmented reality can serve various purposes within education:
Interactive learning provides an opportunity for students to create, design, and experiment with new ideas and concepts, fostering creativity and innovation.
VR makes learning experiences more fun and accessible, boosting
skills and opportunities to talk about it with the educator.
It allows for accessible learning materials anywhere and at any time. This is why it’s so useful in museums and external sites that can be used for education purposes. It can replace textbooks and printed materials, allowing more people to be able to use it easily. AR is especially useful for students with physical or learning disabilities, who may find it difficult to participate in traditional classroom activities.
Interactive AR learning can help boost collaboration amongst students, which in turn boosts engagement. Providing a shared immersive environment can help fostering collaboration, teamwork, and communication skills.
Through immersive experiences, young people can get a Thanks to the immersion that AR offers, students can get a better understanding of complex concepts, especially in subjects like science, technology, engineering, and math (STEM) through shared visualisation.
Outside of a class, AR can be used to create personalized learning experiences for young people, allowing them to learn at their own pace and in their own way.
Interactive learning can provide a safer environment for young people to practice skills and learn valuable lessons without any real-world consequences.
Overall, immersive technology offers a range of benefits for users of all ages. XR technology provides individuals with new and exciting ways to learn and engage with different subjects.
Digital Catapult and the creators of Pokemon Go (Niantic) have short-listed Peel X to develop and pitch new immersive experiences that promise to change the game. This underlines the expert knowledge and breadth of experience that the team at Peel X has when it comes to interactive learning and AR technology.
Aside from the apps that Peel X has created, such as the Augmented Reality (AR) app for the islands of North and South Uist that brings archaeological storytelling to life, the company has also created the Virtual Reality (VR) project, GameChanger, specifically for the education sector.
GameChanger is a VR experience that helps to raise awareness of the UK’s biggest social issues such as Child Criminal Exploitation (CCE) and knife crime. In partnership with Doncaster Children’s Services Trust, the Home Office and South Yorkshire Police, the interactive suite aims to help create ‘intervention’ programmes for young people of high school age across the UK