AR in Education

Generally, research shows positive results regarding the use of AR in education. For example, in a qualitative study conducted by Pombo and Marques at the University of Aveiro, Portugal, it was found that the majority of students’ perspectives regarding using an AR mobile game for learning were positive. Moreover, it was found that the AR game ‘’is easy to use and promotes authentic learning in this target-public.’’ (Pombo & Marques, 2019). Furthermore, a study by Hashim et al. measuring ‘’stakeholders’ views on the usefulness of the designed and developed augmented reality technology mobile application for children with autism’’ found that ‘’ the intervention is indeed able to provide children with autism with a more meaningful learning journey and spark their interest in English vocabulary learning.’’ (Hashim et al., 2021). Additionally, the study contends that AR technology can ‘’ improve kinaesthetic and auditory learning for children with autism.’’ (Hashim et al., 2021). Finally, in their study, Muali et al. (2020) showed higher levels of concept understanding among students who used mobile AR in their learning compared to those who learned through conventional learning methods.


Of course, there are concerns that this immersive technology is democratizing education and increasing the gap in equitable access, however, the fact that AR can be so conveniently accessed on mobile devices somehow alleviates these concerns as the number of smartphone subscriptions worldwide today surpasses six billion and is forecast to further grow by several hundred million in the next few years, according to statistics published by Statista.


AR aligns well with situated learning and the constructivist theory of learning since it enables learners to construct their own knowledge through manipulating and exploring objects offered by the technology. It also helps learners who struggle with the abstract nature of some subjects.


There is a huge number of educational AR apps and experiences. Here are a few examples. It is worth noting that just like any other educational technology, their impact is dependent on how well they are implemented in the learning environment, and whether they are used for the right audience and context. For an expert guide on designing immersive learning environments, please visit Dr. Tony Bates’ website.

 

1.  The SkyView app allows students to explore the universe using AR overlays of the night sky. With SkyView, anyone can point their mobile device upward to identify stars, constellations, planets, and even satellites.


2.  The Froggipedia app allows students to explore the internal organs of a frog via the app’s AR technology.


3.  Merge Cube: Students can use the cube with the Merge Explorer, Object Viewer, or Museum Viewer apps to explore the water cycle, view fossils, examine rocks and gemstones, experiment with simple machines, and more. The cube allows students to virtually hold artifacts and objects in their hands.

4.  CoSpaces Edu: This tool allows students to not only explore AR but create their own experiences in any subject area. These experiences can be used with the Merge Cube or with a phone or tablet. Students can add audio, code characters and objects, and upload their own 360-degree photos or images into their project.

5.  Assemblr: This tool empowers students to be creators of content as well as explorers. Students can dive into already created content, such as ocean animals, planets, symmetry, fractions, or even how to do exercises correctly.

6.  Quiver Masks: A fun resource that allows students to create character masks to put themselves in the shoes of a particular animal or person in a story. For example, 3- and 4-year-olds can retell and record the story of the Three Little Pigs while using masks they have made.

7.  Narrator AR is an app that gives students a place to practice their handwriting; the app launches letters off the virtual page. This helps to reinforce correct letter and number formation for our youngest students in a fun and interactive way.

                    8.   Wonderscope: iOS-only app that allows students to interact with stories like “Little Red the Inventor.”