PoGo, AR, and SAMR
Posted November 17, 2016on:
Pokémon Go might technically be augmented reality (AR), but that form of AR does not serve any significant purpose.
You can play PoGo with or without your phone’s camera on. If it is on, your “virtual” game play is projected on the “real world”. With the camera off, you play exactly the same game with a fixed game background. Whether the camera is on or off, the point is the same: Catch a Pokémon with a Poké ball.
The “augmented” reality does not provide value or purpose beyond juxtaposing a Pokémon against something or someone in real life. Just because you can do something does not mean you should. What is the point or value?
I would ask the same thing of those that wish to use technology superficially in school.
If I was to use Puentedura’s SAMR framework for technology integration, the PoGo type of “AR” barely scratches the surface of Substitution. What is it replicating or duplicating?
PoGo is not even augmenting as an “AR” app because it does not change or improve game play. Depending on the phone, game play might actually be more stable with the camera off!
Likewise, what is the point of moving from a blackboard to a white board to an “interactive” white board? What is the point if the teaching remains didactic (chalk and talk) or if the teacher can elicit the occasional ooh and ahh? This might entertain learners, but how does it empower them or give them agency?
Just because you can do something does not mean you should. What is the point or value?