Design, Dress Up, and Learn: Augmented Reality Tshirts for Immersive STEAM Education

Monday, June 29, 2026 1:00 PM to 2:30 PM · 1 hr. 30 min. (America/New_York)
Poster
Innovative Learning, Making, and Fabrication

Information

Students design and create T-shirts featuring human body systems. An augmented reality app brings the designs to life, showing 3D animations of the heart pumping or food digesting. This project blends graphic design, biology, and technology into an immersive, low-cost learning tool, making anatomy a dynamic visual experience.
Role Based Tracks
All LeadersLeaders - TechnologyTeachersInstructional CoachesLibrariansHigher Ed
Grade Level
PK-12
Transformational Learning Principles
Spark CuriosityPrioritize Authentic Experiences
ISTE Standards
Educators: Designer: Design authentic learning activities that align with educational standards and use digital tools and resources to maximize learning.Students: Computational Thinker: Break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.Students: Digital Citizen: Demonstrate empathetic, inclusive interactions online and use technology to responsibly contribute to their communities.
Delivery/Output
In Person
Subject
Interdisciplinary (STEM/STEAM)
Skill Level
Beginner
Outline
1. Introduction (5 minutes): Show an impressive video of the T-shirt in action and discuss the problem of making biology more attractive and understandable. 2. The project: Concept and design (15 minutes): Explain the creative process, from choosing the body system to graphic design. Sublimation will be discussed as a low-cost technique. 3. Augmented Reality and programming (15 minutes): Brief introduction to how augmented reality works and the basic steps for linking the shirt to a 3D animation. 4. Hands-on activity (15 minutes): Participants will use their devices to scan a sample T-shirt, exploring the human body systems in 3D. Discussion will be encouraged on how to implement this in their own classrooms. 5. Closing and questions (10 minutes): Summary of key points, educational benefits of the project, and a question-and-answer session. Digital resources will be provided so that participants can start their own projects.
Supporting research
https://www.revista.unam.mx/wp-content/uploads/a9_Realidad-aumentada-en-la-ensenanza.pdf https://www.canva.com/es_mx/aprende/ideas-aprovechar-realidad-aumentada-en-educacion/ https://education.apple.com/story/250014254 https://education.apple.com/resource/250013859 https://es.wikipedia.org/wiki/Realidad_aumentada_en_la_educaci%C3%B3n https://ifssa.edu.ar/ifssavirtual/cms/files/LIBRO%20IFSSA%20Anatomia.y.Fisiologia.Humana.Marieb%209aed.%20(1).pdf https://www.youtube.com/watch?v=RKvz9DsZSLw https://www.youtube.com/watch?v=Ae4MadKPJC0 https://www.youtube.com/watch?v=uUpdItCbr24 https://www.youtube.com/watch?v=-FyN5_-njAU
Attendee Accounts
none
Audience
TeacherTeacher DevelopmentTeacher Prep
Attendee Devices
Devices not needed
Presenter Type
Student Presentation

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