Beyond the Screen: Holding Knowledge in the Palm of Your Hand
This week's class was dedicated to group presentations, which focused on various forms of digital technology that can be utilized to address each group's problem of practice. During this class, I was introduced to the Merge Cube through group 3's presentation.
The Merge Cube is a handheld augmented reality (AR) device that allows users to "hold" and interact with 3D digital objects using a smartphone or tablet. The group examined what can be done when the Merge Cube is paired with apps, such as Merge Explorer or Object Viewer, allowing it to become a dynamic interface. They demonstrated how the Merge Cube can be used to learn about a wide range of topics, including anatomy and the solar system.
What struck me most during the presentation was how the Merge Cube bridges the gap between abstract concepts and tangible understanding. It supports multisensory learning (i.e., visual, auditory, and kinesthetic), which supports diverse learning needs. This kind of active learning aligns with constructivist learning theories and encourages deeper engagement and retention.
Although I do not see this technology as beneficial for my own teaching at the post-secondary level, I appreciate its potential role in elementary schools. My own son, who just completed grade 3, would thoroughly enjoy the Merge Cube. I believe it would have a high impact in the classroom, while being adaptable to several subject areas. It could encourage creativity and critical thinking. I appreciate being introduced to a new digital tool that enables hands-on learning.
Microsoft Copilot. (2025). Illustration of a student using a Merge Cube in the classroom [AI-generated image]. Microsoft Copilot.
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