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Merge Cube - Augmented Reality

The app

Merge Cube is a dense foam cube with a patterned design that can be used as an Augmented Reality (AG) platform. A smartphone or tablet camera can transform the cube into a 3D interactive image. The user can display in the palm of their hand a wide range of 3D objects, from dinosaurs to a world sphere, passing through water cycles and games.




Using Merge Cube to foster creativity

This foam cube is excellent for helping the teacher make the classroom a creative, supportive place. Studies have shown the effect that augmented reality has on raising the level of engagement and giving the student more responsibility which impulses them to make their own decision (Akçayır & Akçayır, 2017). This characteristic of AG makes the Merge Cube a platform that unlocks all the possibilities that augmented reality puts in the student's and teachers´ hands.


Merge Cube has been reported to be excellent for increasing students' interest and attitude toward STEM (Alzahrani & Gardner, 2020); for example, by visualizing 3D models of molecules, human body parts, water cycle, ocean ecosystems, or geometry shapes. It can also be used for history or art classes by bringing archeological digs or historical buildings. This opportunity for exploring while learning with 3D model results is ideal for engaging the students and preparing the ground for creativity.




Video taken by Álvaro Pérez


Going a step forward, apps like CoSpaces, which enable the user to design 3D environments that can be displayed on the Merge Cube, make the cube an actual structure for the student to create AG experiences. The possibilities and pedagogical orientations on CoSpaeces will be discussed on another blog.


Limitations

As well as having multiple positive effects on learning, Augmented reality has been shown to have multiple limitations. AG apps will often present technical problems and low sensitivity on trigger recognition, provoking instability in the 3D images (Akçayır & Akçayır, 2017).


Nevertheless, Merge Cube has two characteristics that make it outstanding: high image stability and excellent recognition. The cube's pattern design allows the device to display the animation in seconds and stays even when the cube is moving. These elements, combined with the capacity to interact with the objects while upholding the cube, offer a unique reality feeling.


References

Akçayır, M., & Akçayır, G. (2017b). Advantages and challenges associated with augmented reality for education: A systematic literature review. Educational Research Review, 20, 1–11. https://doi.org/10.1016/j.edurev.2016.11.002


Alzahrani, M., & Gardner, M. (2020). The effectiveness of using Merge Cube in teaching STEM education. Education and Information Technologies, 25(4), 3041-3056.


Beghetto, R. A., & Kaufman, J. C. (2014). Classroom contexts for creativity. High Ability Studies, 25(1), 53–69. https://doi.org/10.1080/13598139.2014.905247




Zap Work activity from the tutorial

1 Comment


Guest
Apr 11, 2023

Hi Álvaro, thank you for your post. I found it really insightful as you went into depth about the merge cube and its applications which directly relate to my KLA of science. The video's in this post, especially your own video really encapsulate the wonders that students would experience when playing with the merge cube. It really inspires me to hopefully use it one day in my classroom to investigate the Earth and Space Module for Stage 4 science. I agree with the limitations you stated having experienced some of those myself when trying to find and test AR programs. Something I would like to know is what is your KLA and how do you think this could be use…

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EDUC3620 Digital Creativity and Learning - Macquarie University - Class Project

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