A free app that turns a flat object into an enhanced 3-D experience
Halo AR is an augmented reality platform that transforms traditional STEM lessons into immersive experiences using iOS or Android smartphones or tablets—no coding required. Teachers and students can overlay videos, audio, 3D models, or student-recorded explanations onto printed materials like textbooks, diagrams, posters, flashcards, or worksheets. Classroom applications include interactive science diagrams, vocabulary flashcards with visual cues, and AR-powered scavenger hunts that reinforce STEM concepts. Studies below report increased student motivation, engagement, and understanding. The platform’s AI-powered Instant AR allows students to access content instantly via QR codes, eliminating app installs and reducing technical barriers. Overall, Halo AR enhances STEM instruction by making abstract ideas tangible, supporting active learning, collaboration, and visual thinking.
Donally, J. (2022). The immersive classroom: create customized learning experiences with AR/VR. International Society for Technology in Education.
Pranahadi, T. Y., Yani, I., & Nefosano, H. (2024). The use of augmented reality (Ar) media to enhance student motivation learning. Jurnal Bioeduin, 14(1), 30-37. https://journal.uinsgd.ac.id/index.php/bioeduin/article/view/31544
Adds an exciting Virtual Reality element to this classic classroom tool.
Nearpod VR brings immersive virtual field trips into K‑12 lessons, offering access to over 350,000+ 360° VR experiences and 450 ready‑to‑run VR lessons covering topics like geography, history and science. Students can explore locations such as the Great Barrier Reef, national parks, and historical sites using laptops, tablets, or smartphones without requiring VR headsets.Teachers embed VR experiences lasting 5 - 10 minutes within broader Nearpod lessons. Teachers can also add external 360° content via web URLs. The Virtual Reality additions serve as a powerful anchors for discussion, reflection or assessment. Importantly, Nearpod VR promotes equity by offering all students access to real-world learning contexts regardless of background or geography.
Hazel, K. (2024). Engage and Inspire: Using Nearpod to Enhance Education. The School Librarian, 72(3), 29-29. https://www.proquest.com/openview/c02b7bcda396f4418b959e0922858d5b/1?pq-origsite=gscholar&cbl=296199
Muniroh, S., & Zubaidi, N. (2024). ENHANCING STUDENTS’ENGAGEMENT IN FLSP CLASS: THE IMPACT OF NEARPOD. Celtic: A Journal of Culture, English Language Teaching, Literature and Linguistics, 11(1), 39-55. https://ejournal.umm.ac.id/index.php/celtic/article/view/33329
References
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Kovalskys, G., & Stephens, D. (2016, April 16). Nearpod VR: Real-world experiences without leaving the classroom. Nearpod. https://nearpod.com/blog/incorporating-vr-in-the-classroom-to-support-student-engagement/
Lin, X. P., Li, B. B., Yao, Z. N., Yang, Z., & Zhang, M. (2024). The impact of virtual reality on student engagement in the classroom-a critical review of the literature. Frontiers in psychology, 15, 1360574. https://doi.org/10.3389/fpsyg.2024.1360574
Nieves, K. (n.d.). 5 Worthwhile Augmented and Virtual Reality Tools. Edutopia. https://www.edutopia.org/article/5-worthwhile-augmented-and-virtual-reality-tools/
Snelling, J. (2022, October 6). 23 Resources for Bringing AR and VR to the Classroom | ISTE. ISTE. https://iste.org/blog/23-resources-for-bringing-ar-and-vr-to-the-classroom