If we look at the two words involved, augment and reality - Augment means to make greater and Reality means the world as it actually exists. So by definition alone, Augmented Reality means to enhance the world.
Augmented Reality, or AR, uses technology to superimpose information on the world we see according to livescience.com. We have seen this in popular movies like the interaction between Ironman and his J.A.R.V.I.S.-enabled helmet as well as in smartphone games such as Pokemon Go. Generally, A camera, lens or projector is used to add information such as graphics or text to something that is tangible.
![]() |
| In this example, we see a pokeball and horsea added to reality via AR. |
Augment.com list 5 reasons why AR can help in learning. These are...
1. AR is eye-catching so it will assist in capturing the learner's attention
2. It is interactive so students gain better understanding.
3. It is portable and less expensive as long as the program has been downloaded or there is a data connection and virtual resources are less expensive or make impossible items, possible
4. Knowledge retention is higher because multiple senses are engaged in learning.
5. AR fosters intellectual curiosity by the extra stimulation involved with AR.
Touchstone Research shares a few companies that are incorporating AR in education in the following ways...
1. Nearpod combines AR and VR technology with lesson plans to deliver a more immersive learning experience to students.
2. Gamar uses AR to gamify museum visits by pairing interactive experiences with certain locations in some museums.
3. Curiscope - As seen in the photo below, Curioscope helps students learn anatomy in a new way with their Virtual Tee t-shirt and application.
There are some criticisms of AR, as well. AR in Education lists several of these including Cognitive Overload where too much information and stimulation becomes a distraction... similar to using a cellular phone while driving. There are also privacy concerns due to the use of geolocation by applications.
Pedagogical contributions include many reports of enhanced learning. Challenges can include usability and technical/performance problems (Akçayır 2017). Many educators report a deeper learning experience by enhancing cognitive understanding through inclusion of the student's other senses.
Newer technology can sometimes be hard to use or cannot be used by those with disabilities (physical and cognitive).
Challenges of using AR in the classroom include significant cost which leads to a limited number of devices as well as a steep learning curve for some educators and learners.
Two areas of further research would be cognitive or physical overload and a process to vet/score applications for effectiveness.
ROAR Project
Replacing flooring with Pergo Timbercraft
https://touchstoneresearch.com/the-top-10-companies-working-on-education-in-virtual-reality-and-augmented-reality/
Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11. doi:10.1016/j.edurev.2016.11.002
