Augmented Reality | Bringing interactive reading & learning tools to young explorers in real-time

Augmented Reality | Bringing interactive reading & learning tools to young explorers in real-time Early-Learning Development. Interactive Lesson Plans. Augmented Reality. Teaching young explorers to read, handle social situations and embrace the world around them. Wonderscope | Within #technology #news #Wonderscope #Clio #Reading #Children #kids #earlylearningdevelopment #education #app #ios #experience #AR #XR #VR #SpaceX #EdTech

Previously Published to tEQ.life

If you grew up watching Nick Jr., you already know how much of an impact interactive television shows, such as Blue’s Clues, can have on a young mind. Our children feel as if the characters on the show are actually their friends, and they quickly embrace the second-person experience, as a means for early-learning education. They become like sponges — easily engaged and encouraged by conversation. Intrigued by curiosity, they thirst for exploration. And while they quickly absorb the material and storylines presented before them, there is a huge divide between reality and storytelling that continues to leave a void out in the open.

Augmented reality is changing all of that, allowing our children to thrive at levels we have never seen before.Our children learn in different ways, and yet reading is a major part of who we become as students, educators, and professionals in our fields. We learn visually, we learn through auditorial experiences and we learn through pure immersion, completely saturated in the overall experience.

One company making a difference.

Within, a Los Angeles-based tech company, has been taking advantage of this ideal, creating exciting new platforms and highly interactive experiences in augmented, mixed and virtual reality since about 2014. Last year, they introduced a wide spectrum of learning tools that would bring interactive reading experiences into the forefront of early childhood development.

Yesterday, they announced an “Intergalactic, AR Reading Adventure Sends Kids into Space.

As it releases its fourth augmented reality storybook, Clio’s Cosmic Quest, Within continues to embrace augmented reality when telling “extraordinary stories” to an audience of young readers. In fact, the launch of the early-learning reading app, Wonderscope, has been nothing short of a welcoming experience, as these young readers are met with a lovable character, who stops at nothing to engage their young minds while leaving a lasting impression sure to last a lifetime.

Meet Clio.

Meet Clio — a tiny particle of purple stardust — as she literally enters into our world and immediately greets your child with meaningful dialogue and an overall sense of inclusion. She includes them into the narrative and invites them to join her on a mission through our solar system. They are, then, presented with a combination of “read-out-loud” experiences, that include interactive diagrams, maps and fun facts to help them through their journey.

Students can choose to interact one-on-one or they can bring their classmates along for the journey. As a team, they join Clio in challenging reading bullies, meeting the Sun and bringing an entire nebula back together — just in the nick of time!

Real-time lessons on life.

“We’ve written lines for kids that teach them how to handle bullies, stick up for what they believe in, and be there for those that need help,” states Within’s Director of Development, Jonny Ahdout, about this rewarding new game.

The story about Clio becomes just one more addition to Wonderscope’s growing library of augmented titles, including A Brief History of Stunts by Astounding People, Little Red the Inventor and Wonder’s Land Ringmaster Wanted — with even more stories and adventures to be released in upcoming months.

According to a recent press release, “Wonderscope’s voice recognition system is built to understand and nurture confidence in new readers at a wide range of levels, and with different dialects and accents. The app provides visual and aural feedback by highlighting words, and having characters make eye contact and react expressively back to the user.

Clio’s Cosmic Quest ends with a fully interactive bonus scene where users explore and learn more about space, planets and solar systems, developing a playful appreciation for STEM (science, technology, engineering and mathematics).”

Wonderscope is geared towards kids, aged 6 and older and currently holds a solid 4-star rating from Common Sense Media, a non-profit organization that provides education and advocacy to families, through the promotion of safe technologies and media for children.

The app is currently free and available on all AR-enabled iOS devices, although stories themselves can run as high as $4.99 a piece.

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Educational App encourages “Social” with contests in promoting Math to our youth!

Educational App encourages "Social" with contest in promoting Math to our youth!

PREVIOUSLY PUBLISHED ON EXAMINER

Whether your child attends a public school or is being homeschooled by you, there is no denying that educational yet interactive learning materials are top priority in giving your child the skills they need to succeed in the real world. The younger the children are, the more we seek to excite their core with educational games directed towards their age group. One company is working to supply this demand in a host of games under release that encourages innovation and the elements of Mathematical function.

In 2013, Sproglit tested the waters with the launch and release of their first educational math game. This game was launched as a Beta iPad App and found its way into a number of schools in California, Utah and New York. This game was dubbed “Kyle Counts” and has found success through Beta users.

The matrix that Kyle Counts was built on is being called “Math Arrow” and is now announcing a contest encouraging teachers and parents, who homeschool their children, to enter for a chance to win $1,000. Runners up will win prizes provided by Sproglit in gratitude for their participation.

The contest is fairly easy to execute. Sproglit asks that the educator sends a lesson plan, story or video showing how they have incorporated the Math Arrow program into their classrooms and are finding success by “boosting number sense, addition and counting skills amongst their students.” Sproglit has created a contest page on their corporate site with instructions and entry forms available to these participants.

Currently, success is being reported by BYU Researcher who is reporting that “playing the Math Arrow: Kyle Counts iPad app for ten minutes a day for just one week raises arithmetic scores by 7-11% among first-graders.”

How Math Arrow works is by “numbers from 0-100 to children so that they can visualize patterns and quickly see, for example, how to count by 2s, 5s, and 10s.” This technology works so well, that even the inventor of the first cell phone, Mr. Martin Cooper, calls the Math Arrow “ingenious.” The Math Arrow was featured through The Mathematical Association of America with the headline: “Math Arrow to Replace Number Line?”

Because this game is catching on with children and educators around the United States, it is imperative that this company finds itself a larger presence, Online, in competing for the Mobile App and Tablet markets, Some people are very particular when it comes to educating the youth and avoiding companies that send out “subliminals” with their programming.

In order to provide individuals with a sense of Brand Trust, it will take everyday individuals to tell their own personal stories and successes. Sproglit is giving them an incentive to do so, while listening to ways to make their product better in future editions!

A product full of colors, animals, drama, learning and rewards, it is sure to capture the attention of young children everywhere, many of which normally have difficulty learning in traditional forms of education. It allows them to really understand the methods and sciences behind arithmetic.

Through testimonials, Sproglit may better demonstrate this to new potential users who may be skeptical. These children can speak about the experience themselves, with the adult involved in the process can speak about the actual progress of each child’s journey.

Sproglit is holding submission for contest participants until January 15, 2014. “We are excited to engage teachers and parents. The sooner they show the Math Arrow and Kangaroo Kyle to their children, the sooner their kids will develop a better sense of numbers,” said Sproglit CEO Todd Buchholz.

Invented by Todd Buchholz, former White House economic advisor, economist, author and winner of the Allyn Young Teaching Prize at Harvard University and in conjunction with his daughters Victoria, Katherine and Alexia, the Math Arrow is used in games by Sproglit in bringing about a positive understanding in the World of Mathematics to children everywhere.

Math is one of our most difficult subjects to grasp totally in our lifetime and yet is one of the most important. Everything in life involves it. By providing the youth with a love for the subject, we are preparing them for exciting revolutions in how people think, react, and function in our Tomorrow!

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