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ScienceAR - Engaging Educational Activities on Windows Pc

Developed By: DGApps

License: Free

Rating: 5,0/5 - 1 votes

Last Updated: December 28, 2023

Download on Windows PC

Compatible with Windows 10/11 PC & Laptop

App Details

Version 1.1
Size 76.7 MB
Release Date April 18, 19
Category Education Apps

App Permissions:
Allows applications to open network sockets. [see more (5)]

What's New:
♦ Zoom functionality added♦ Improvements to targets [see more]

Description from Developer:
Background:
According to Wikipedia, Augmented Reality (AR) is “an interactive experience of a real-world environment where the objects that reside in the real-world are "augme... [read more]

App preview ([see all 3 screenshots])

App preview

About this app

On this page you can download ScienceAR - Engaging Educational Activities and install on Windows PC. ScienceAR - Engaging Educational Activities is free Education app, developed by DGApps. Latest version of ScienceAR - Engaging Educational Activities is 1.1, was released on 2019-04-18 (updated on 2023-12-28). Estimated number of the downloads is more than 50. Overall rating of ScienceAR - Engaging Educational Activities is 5,0. Generally most of the top apps on Android Store have rating of 4+. This app had been rated by 1 users, 1 users had rated it 5*, 1 users had rated it 1*.

How to install ScienceAR - Engaging Educational Activities on Windows?

Instruction on how to install ScienceAR - Engaging Educational Activities on Windows 10 Windows 11 PC & Laptop

In this post, I am going to show you how to install ScienceAR - Engaging Educational Activities on Windows PC by using Android App Player such as BlueStacks, LDPlayer, Nox, KOPlayer, ...

Before you start, you will need to download the APK/XAPK installer file, you can find download button on top of this page. Save it to easy-to-find location.

[Note] You can also download older versions of this app on bottom of this page.

Below you will find a detailed step-by-step guide, but I want to give you a fast overview of how it works. All you need is an emulator that will emulate an Android device on your Windows PC and then you can install applications and use it - you see you're playing it on Android, but this runs not on a smartphone or tablet, it runs on a PC.

If this doesn't work on your PC, or you cannot install, comment here and we will help you!

Step By Step Guide To Install ScienceAR - Engaging Educational Activities using BlueStacks

  1. Download and Install BlueStacks at: https://www.bluestacks.com. The installation procedure is quite simple. After successful installation, open the Bluestacks emulator. It may take some time to load the Bluestacks app initially. Once it is opened, you should be able to see the Home screen of Bluestacks.
  2. Open the APK/XAPK file: Double-click the APK/XAPK file to launch BlueStacks and install the application. If your APK/XAPK file doesn't automatically open BlueStacks, right-click on it and select Open with... Browse to the BlueStacks. You can also drag-and-drop the APK/XAPK file onto the BlueStacks home screen
  3. Once installed, click "ScienceAR - Engaging Educational Activities" icon on the home screen to start using, it'll work like a charm :D

[Note 1] For better performance and compatibility, choose BlueStacks 5 Nougat 64-bit read more

[Note 2] about Bluetooth: At the moment, support for Bluetooth is not available on BlueStacks. Hence, apps that require control of Bluetooth may not work on BlueStacks.

How to install ScienceAR - Engaging Educational Activities on Windows PC using NoxPlayer

  1. Download & Install NoxPlayer at: https://www.bignox.com. The installation is easy to carry out.
  2. Drag the APK/XAPK file to the NoxPlayer interface and drop it to install
  3. The installation process will take place quickly. After successful installation, you can find "ScienceAR - Engaging Educational Activities" on the home screen of NoxPlayer, just click to open it.

Discussion

(*) is required

Download older versions

Other versions available: 1.1.

Download ScienceAR - Engaging Educational Activities 1.1 on Windows PC – 76.7 MB

Background:
According to Wikipedia, Augmented Reality (AR) is “an interactive experience of a real-world environment where the objects that reside in the real-world are "augmented" by computer-generated perceptual information”. AR opens opportunities to experience videos, 3D models and data as interactive activities. Research shows that including AR in the classroom environment makes the lessons more interactive, engaging, fun and informative for students. Based on this data, I have created a prototype of an application that can enhance learning and contribute to an improved educational experience.

Problem:
In the era of technological innovation, most educational materials still remain traditional. Per The Hechinger Report, a team of researchers tracked off-task behavior of students in over 50 classrooms, grades K to 4. They collected over 100,000 observations of student behavior from roughly 1,100 students over the course of a school year and found that the average elementary school student is distracted over 25% of the time, regardless of age. They also concluded that students went off task more frequently during “whole-group” instruction than during small group or individual work. This shows that students are disengaged and often become distracted from their work.

Solution:
Research shows that augmented reality can improve student learning by enhancing their sense of experience, providing the perception of reality and making the classroom environment more engaging and interesting. Dr. Del Siegle states that the technology enables students to “explore the great museums of the world, bring dangerous or extinct animals virtually into students’ environments . . ., and conduct hazardous science experiments . . .”. Most contemporary education is based on two-dimensional forms, like books and documents. Augmented reality provides interactive and tri-dimensional interaction in a real-time experience, that is consistent and reflective of practical objects in the real world. This comprehensive and dynamic learning experience has the potential to enhance learning by engaging students and triggering their creativity and interest.

Procedure:
The goal was to create a tool that teachers could use to trigger students' imagination
and creativity to enhance their learning experience. The technology that I have developed has the potential to change the perception of classroom routines by replacing traditional two-dimensional worksheets with a realistic and exciting three-dimensional experience.
Currently the project is in the evaluation stage. Once implemented in a classroom it can be updated and improved based on the received feedback. 

Conclusion:
ScienceAR is a tool to engage students in science. It is adaptive and can be scaled to any device with a camera, e.g. phone, tablet, desktop or laptop. By creating a real-world experience effect, it turns lessons into memorable and fun interactive sessions.
♦ Zoom functionality added
♦ Improvements to targets
Allows applications to open network sockets.
Required to be able to access the camera device.
Allows applications to access information about networks.
Allows an application to write to external storage.
Allows an application to read from external storage.