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Augmented Reality in Education

This document discusses augmented reality and its potential applications in education. It defines augmented reality as integrating digital information within a user's environment in real time by overlaying virtual objects on real-world images. The document outlines how augmented reality can make classes more engaging by introducing interactive and creative learning experiences. It compares augmented reality to virtual reality, noting that augmented reality augments the real world rather than replacing it and requires less processing power to run on mobile devices.

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0% found this document useful (0 votes)
136 views16 pages

Augmented Reality in Education

This document discusses augmented reality and its potential applications in education. It defines augmented reality as integrating digital information within a user's environment in real time by overlaying virtual objects on real-world images. The document outlines how augmented reality can make classes more engaging by introducing interactive and creative learning experiences. It compares augmented reality to virtual reality, noting that augmented reality augments the real world rather than replacing it and requires less processing power to run on mobile devices.

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scha
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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AUGMENTED REALITY IN TEACHING AND LEARNING PROCESS

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Mukt Shabd Journal ISSN NO : 2347-3150

AUGMENTED REALITY IN TEACHING AND LEARNING PROCESS

Dr. G. Singaravelu, Professor and Head, Department of Education, Bharathiar


University, Coimbatore-641046

Dr. A. Sivakumar, Assistant Professor, KSR College of Education, Tiruchengode-637


215

ABSTRACT

In the track with the technology and development, teaching and learning technique
has measured and renovated in acquiring real and well organized teaching and learning
system. For the new age education, connectivity pedagogic is a new level in the educational
method and mobile, context-aware technologies, which enable participants to interact with
digital information embedded within the physical environment. Although the physical world
is three-dimensional, mostly we prefer to use two-dimensional media in education. The
combination of Augmented Reality technology with the educational content creates a new
type of automated applications and acts to enhance the effectiveness and attractiveness of
teaching and learning for students in real life scenarios. Augmented Reality is a new medium,
combining aspects of ubiquitous computing, tangible computing, and social computing.
This medium offers unique affordances, combining physical and virtual worlds, with
continuous and implicit user control of the point of view and interactivity. This paper
provides an introduction to the technology of augmented reality and its possibilities for
education. Key technologies and methods are discussed within the context of education.

Keywords: Augmented Reality,Augmented Reality in Education, Teaching and Learning.

INTRODUCTION

Education is one of the key organisations that are being disrupted by technology and
digitalisation. Today, school and university students no longer want to only learn by reading
books and copying texts. No, they want the power of technology to be used in their
classroom. Many young people have smartphones, and it seems evident that utilising this
technology can help to educate. The New Jersey Institute of Technology reports “augmented
reality has the potential to revolutionise learning in primary and secondary schools more than
any other technology has done in the recent past”.
Despite the rising use of augmented reality in many areas of the modern era,
Augmented Reality in education is still new and unsettled. Before we dive deeper into the

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specifics of augmented reality use in schools, let’s recall what augmented reality is. From its
name, we can conclude that the technology “augments” the real world around us. It does this
by overlaying virtual objects over the real image, most often on our smartphone screen.
Augmented reality is the integration of digital information within the user’s environment in
real time.
Augmented reality in education should replace the conventional learning process. Augmented
reality has the potential to change the location and timing of studying, to introduce new and
additional ways and methods. Capabilities of Augmented Reality technology may make
classes more engaging and information more apprehendable. Educators know that the
learning process should be all about creativity and interaction. While teachers do not
necessarily need to recruit all students into science, their goal is to get them interested in a
subject.
AUGMENTED REALITY DEFINITION
Many people think that augmented reality is the evolution of virtual reality. Today it
is clear that they are two technologies with different R&D paths and usages. Augmented
reality technology integrates digital information with real environments in which people live.
Everything is processed and produced in real time. This is one of the main differences with
virtual reality, which uses artificial environments. Augmented reality uses the real world and
completes it with digital information. Basically, it increases the amount of information that a
human can take from the environment (Curcio, Dipace, & Norlund, 2016). Additionally and
previously, Azuma (1997) defined augmented reality by three main characteristics. Firstly,
the combination between real and virtual, secondly, the interaction in real time, and thirdly,
the registration in 3D. All systems that develop an activity under these three characteristics
are considered augmented reality systems. Other authors have gone deeper and have
introduced into the definition some clarifications, such as “an augmented reality system does
not consider necessarily a headset for viewing images” (Schmalstieg & Höllerer, 2016). This
technology is less developed largely due to the fact that it needs even more processing power.
It must interpret the real world and adhere to it all the digital information available to the
system in question. This means processing a reality with infinite variables that change
without a closed argument. While in virtual reality the environment is completely
programmed, in this technology the environment is alive and behaves unpredictably.
Narrowing the potential values of the multiple variables becomes the main challenge. Initially
the main applications that have shown the technology’s potential have been interior designs,
videoconferences, visits to malls, browsers, etc. All of these possess a low level of

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development when taking into account the forecasts made about what one could get in the
system. Many of the major technology multinationals have already presented their first
prototypes, placing augmented reality as the tangible element that can achieve products only
seen in fiction so far. In any case, this technology is just a visualization tool. Adjacent
technologies, such as artificial intelligence or the interpretation and extraction of value of big
data, will be the ones that give content and meaning to a type of technology like this
(Olshannikova, Ometov, & Koucheryavy, 2014).
VIRTUAL REALITY VERSUS. AUGMENTED REALITY
Following the previous deep definitions, some comparisons are exposed:
 Virtual reality runs over new environments completely computer generated. All that user
can take, touch, or interact with is virtual. Augmented reality uses virtual elements only to
enhance the real world and the user’s experience. Virtual reality replaces the physical
world. However, augmented reality does not do so.
 The level of immersion of virtual reality is 100%. Users are fully detached from the
real/physical world. Users are fully connected with the physical world through augmented
reality. Users are fully aware of their surroundings and can perceive, touch, and interact
with the real world helped by all the digital information the application provides.
 Virtual reality needs a very powerful processor. New applications are being launched
using mobile phone processors, but they are very limited. Quality is substantively
different from dedicated devices such as Oculus Rift or HTC Vive. Augmented reality is
able to offer interesting services through tablets or mobile phones. It is necessary to take
into account that augmented reality is not only Microsoft HoloLens or Meta 2, dedicated
devices which are highly demanding. Other augmented reality applications run over
mobile phones with a full range of features.
 Finally, virtual reality is 10% real and 90% virtual. Augmented reality is 75% real and
25% virtual. Obviously, the percentages depend on the application. They are general
estimations based on current market applications.
HOW DOES AUGMENTED REALITY WORK

Augmented Reality can be displayed on various devices: screens, glasses, handheld


devices, mobile phones, head-mounted displays. It involves technologies like simultaneous
localization and mapping, depth tracking, and the following components:

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a. Cameras and sensors. Collecting data about user’s interactions and sending it for
processing. Cameras on devices are scanning the surroundings and with this info, a device
locates physical objects and generates 3D models. It may be special duty cameras, like in
Microsoft Hololens, or common smartphone cameras to take pictures/videos.

b. Processing. AR devices eventually should act like little computers, something modern
smartphones already do. In the same manner, they require a CPU, a GPU, flash memory,
RAM, Bluetooth/WiFi, a GPS, etc. to be able to measure speed, angle, direction,
orientation in space, and so on.

c. Projection. This refers to a miniature projector on AR headsets, which takes data from
sensors and projects digital content (result of processing) onto a surface to view. In fact,
the use of projections in AR has not been fully invented yet to use it in commercial
products or services.

d. Reflection. Some AR devices have mirrors to assist human eyes to view virtual images. Some
have an “array of small curved mirrors” and some have a double-sided mirror to reflect light to a
camera and to a user’s eye. The goal of such reflection paths is to perform a proper image
alignment.

TYPES OF AUGMENTED REALITY


a. Marker-based Augmented Reality. Some also call it to image recognition, as it requires
a special visual object and a camera to scan it. It may be anything, from a printed QR
code to special signs. The AR device also calculates the position and orientation of a
marker to position the content, in some cases. Thus, a marker initiates digital animations
for users to view, and so images in a magazine may turn into 3D models.
b. Markerless Augmented Reality. A.k.a. location-based or position-based augmented
reality, that utilizes a GPS, a compass, a gyroscope, and an accelerometer to provide data
based on user’s location. This data then determines what AR content you find or get in a
certain area. With the availability of smartphones this type of AR typically produces maps
and directions, nearby businesses info. Applications include events and
information, business ads pop-ups, navigation support.
c. Projection-based Augmented Reality. Projecting synthetic light to physical surfaces,
and in some cases allows to interact with it. These are the holograms we have all seen in
sci-fi movies like Star Wars. It detects user interaction with a projection by its alterations.

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d. Superimposition-based Augmented Reality. Replaces the original view with an


augmented, fully or partially. Object recognition plays a key role, without it the whole
concept is simply impossible. We’ve all seen the example of superimposed augmented
reality in IKEA Catalog app, that allows users to place virtual items of their furniture
catalog in their rooms.
AUGMENTED REALITY IN EDUCATION
Today 95% of young people own smartphones. Most of them are active smartphone
users that use these gadgets to access social platforms, play games and to be in connection
with friends and relatives. In the meantime, much lesser part of young adults use phones for
studying purposes, to do the homework, dig information about a subject, etc. The potential of
combining smartphones and Augmented Reality for education is big, though it still has to be
fully discovered. Augmented reality, in various ways, could grant students extra digital
information about any subject, and make complex information easier to understand. Today
we may find some excellent examples of augmented reality in education worldwide. Ability
to connect with reality and digital content has been steadily improving, opening more options
for teachers and students.
1. CLASSROOM
Augmented reality animated content in classroom lessons could catch students’
attention in our dynamic day and age, as well as motivate them to study. Adding extra data,
e.g. a short bio of a person, fun facts, historical data about sites or events, visual 3D models,
would give students a wider understanding of topics. While doing homework, students may
scan certain elements of a book and receive text, audio or video tips from teachers. Or they
may find useful information about the course, a teacher or other students, which could lead to
better communication.
2. EXPLAIN ABSTRACT AND DIFFICULT CONCEPTS
Augmented reality technology has an ability to render objects that are hard to imagine
and turn them into 3D models, thus making it easier to grasp the abstract and difficult
content. This is especially good for visual learners and practically anyone to translate
theoretical material into a real concept. For example, Polytechnic Institute of Leiria in
Portugal integrates Augmented reality into math lessons and students report it as helpful, easy
and interesting.
3. ENGAGEMENT AND INTERACTION
By incorporating Augmented Reality into lessons, teachers are able to involve
students into the process with 3-dimensional models. It may be just a part of the lesson, like a

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teaser, or the support of the main topic with extra info from a different perspective. Like this
case, when a Canadian tech company CASE transformed the wall of the school gym into a
ball game by adding Augmented Reality layer to it. Kids through balls onto a wall to hit
floating shapes and so have fun physical exercises.
4. DISCOVER AND LEARN
Visitors of museums could access Augmented reality via smartphones and discover
historical content related to the objects. Additional information about what they see, though
due to space or budget limitations, not all museums and landmarks can afford this. Once AR
becomes more available, there will be new great opportunities for museums. The upside is
that Augmented reality is already accessible to visitors through mobile devices.
5. OBJECTS MODELING
Manual training, hand exercises, quiz solving, etc. help earn a better knowledge of
any lesson. Augmented reality apps for medical students may be one of the ways to learn
human anatomy, explore more deeply. Augmented Reality basically means interaction with
3D models. And you can set the rotation, transparency, color scheme, styles, etc. Finally,
there could be more advanced animations via special gadgets like holographic lenses, instead
of smartphones.

6. TRAINING
In many cases, theoretical knowledge is not enough to obtain the proper skills in
professional areas. Students shouldn’t be mere listeners and passive observers. Students of
technical faculties, especially, need practice and hands-on experience in their areas. Through
interaction, unlike Virtual Reality, Augmented reality features could help perform a virtual
practice – with augmented tutorials, digital modeling, and simulations, and acquire some
experience in the end. It is not a secret that motivated and engaged students will understand a
subject better and learn faster.

AUGMENTED REALITY CAN BE USED IN TODAY’S EDUCATION

FASTER LEARNING
Augmented reality allows information to be added to objects on the screen. This
feature is widely used in tourist applications where historical information appears when the
camera points to a historic building or place of interest. However, all museums and landmarks
may not support this due to space or budget limitations. Once Augmented reality becomes

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more widely available, teachers can then augment their field trips to add layers of learning and
interaction to the day’s activity.Also, with the help of object or text recognition, the
application can display the supplementary information on the screen next to the object. For
example, if you point the camera at an apple, you can see the nutritional information. By doing
this, the app, on the one hand, reduces the time to find the object’s description and other
information, and, on the other hand, creates a stronger link between the object image and its
data. Therefore, information is available faster and retained longer. Google Translate already
uses augmented reality to provide instant translations of any text to which the smartphone
camera is pointing. It’s great for studying over 30 foreign languages. By using Google
Translate’s particular “AR mode” you can focus on an international restaurant menu or a road
sign and quickly see the text in English.

MOTIVATION
Today, you hardly ever see a school pupil without a smartphone. With university
students, the number of mobile users is even higher, as young people use smartphones for
almost everything. Many schools try to ban smartphones for the distraction they can create.
Such bans are mostly futile as too much of a modern child’s life is now connected to a
smartphone. As often happens, the ‘if you can’t beat them join them’ strategy works in this
case. Instead of trying to part students from their phones, teachers can supplement their
lessons using their devices. Augmented reality provides new ways of learning; teachers get to
catch the attention of students and motivate them better, while students get new tools to
visualise their subjects and complex concepts as well as obtain practical skills. Moreover, even
parents can benefit by engaging their children in studying with playful apps. Augmented
reality has been mostly applied in higher education settings, however, target groups like early
childhood have the potential to explore the use of Augmented reality to help to motivate their
students.

INTERACTION
Augmented reality can provide highly interactive learning experiences providing the
developer has taken this into account and created an app that is not just an inanimate model on
a screen. Many augmented reality creators talk about bringing content to life in Augmented
reality, and it is possible to bring learning to life, allowing students to interact with virtual
content with a more significant deal of autonomy than is afforded them by text, images or
even video content.

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COLLABORATION
In addition to higher engagement, interactive Augmented reality apps can give students
the feeling of freedom and control over their learning process. Students can access models on
their own devices via apps. Fieldbit provides a real-time Augmented reality collaboration tool
for end-to-end communication allowing your support engineer to guide users through their
problems without expensive visits. By viewing augmented models, the students can gain a
better understanding of the concepts they are studying. Fieldbits platform enables enterprises
to create, capture, and share knowledge across the entire organisation. Currently, field
technicians often rely on smartphones to view information. Fieldbit, collaborating with AR
glasses, allows field technicians to work hands-free and interact with digital content most
realistically through sophisticated scene awareness. Augmented reality has the power to
transform our educational systems while helping a new generation of students learn more
effectively. Interactive lessons, where all students are involved in the learning process at the
same time, can in turn help improve teamwork skills. A growing number of educators are
prioritising learning that encourages problem-solving, collaboration and creation to better
prepare students for the future. When helping students learn technical and critical thinking
skills, Augmented reality can provide new opportunities for students to learn how to
communicate and collaborate with one another, potentially using the same technologies that
might be used in the workforce of tomorrow.

VERDICT
Augmented reality is changing the role teachers play in the classroom and helping
them significantly enhance the learning process for their students. “Augmented reality can
transform how students learn about and connect with the world around them. Turn your
classroom into the cosmos. Make a history lesson as vivid as the present by restoring ancient
artefacts.” -Apple Education Augmented reality, unlike VR, does not block out your natural
surrounding, but rather, overlays it with digital projections. It can render objects that are hard
to imagine and turns them into 3D models in and out of classrooms, making it easier for visual
learners. This bridging of physical and digital experiences opens up limitless opportunities as
students and teachers are no longer confined to the information available on paper or a screen,
a whole world of digital data can be made available alongside it. To conclude, Augmented
reality applications may increase both uses of information and the access to knowledge,
improving digital and info-inclusion. Augmented reality apps should be interactive, intuitive,

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and user-friendly. Introducing augmented reality to your students will enable them to discover
hidden passions and inspire their future endeavours.

BENEFITS OF AUGMENTED REALITY IN EDUCATION:

 Accessible learning materials – anytime, anywhere. Augmented reality has the potential
to replace paper textbooks, physical models, posters, printed manuals. It offers portable
and less expensive learning materials. As a result, education becomes more accessible and
mobile.
 No special equipment is required. Unlike VR, augmented reality doesn’t require any
expensive hardware. Because 73% of all teens currently own a smartphone, Augmented
reality technologies are immediately available for use for the majority of the target
audience.
 Higher student engagement and interest. Interactive, gamified Augmented reality
learning can have a significant positive impact on students. It keeps them engaged
throughout the lesson and makes learning fun and effortless.
 Improved collaboration capabilities. Augmented reality apps offer vast opportunities to
diversify and shake up boring classes. Interactive lessons, where all students are involved
in the learning process at the same time, help improve teamwork skills.
 A faster and more effective learning process. Augmented reality in education helps
students achieve better results through visualization and full immersion in the subject
matter. A picture is worth a thousand words, right? So, instead of reading theory about
something, students can see it with their own eyes, in action.
 Practical learning. Apart from schooling, professional training can also benefit greatly
from the use of Augmented reality. For example, accurate reproduction of in-field
conditions can help master the practical skills required for a certain job.
 Safe and efficient workplace training. Imagine being able to practice in heart surgery or
operating a space shuttle without putting other people in danger or risking millions of
dollars in damage if something goes wrong. It is possible with Augmented reality.
 Universally applicable to any level of education and training. Be it learning games for
kindergarten or on-the-job training, Augmented reality isn’t limited to only one use case or
field of application.

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CHALLENGES OF AUGMENTED REALITY IN EDUCATION


Despite the listed benefits, there are certain pitfalls you should take into account when
building EdTech solutions with augmented reality:

 A lack of necessary training. Some teachers might struggle putting these new
technologies into practice as their background training doesn’t provide the necessary
skills. Only the most open-minded teachers and innovative educational institutions are
ready to apply augmented reality apps in education.
 Dependence on hardware. Using augmented reality in the classroom requires a certain
resource base. For example, not all students have smartphones capable of supporting
Augmented reality applications.
 Content portability issues. The AR app you build needs to work equally well on all
platforms and devices. However, it is practically impossible to provide the same quality of
Augmented reality content on any device

REASONS FOR AUGMENT REALITY APPPPLICATION ARE 'A MUST' FOR


THIS GENERATION'S STUDENTS
1. A Better Explanation Of Complex And Abstract Concepts
There is no doubt that your students will understand the concept better when they will
visualize it in reality. Especially for the difficult topics, students will get to learn quickly with
3-dimensional model representations.
2. Elevated Student Engagement
AR learning provides a gamified approach towards learning; which makes the lessons
fun. As a result, it serves a positive impact on the students and keeps them engaged.
3. No Extra Tools Required
Today, 95% of teens own a smartphone. This can be used for constructive results as
well. Parents and teachers don’t have to spend extra on buying tools for interactive learning
and teaching.
4. Practical Knowledge
Students can perform practically without any physical need for lab equipment. This is
mainly helpful for professional courses like medical and engineering. Students don’t have to
operate a patient practically and still can learn the process.

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5. Accessible Learning
With Augmented reality apps the users can learn anytime and anywhere from their
smartphones. It is the best way to replace paper books, posters, huge physical models etc.
AUGMENTED REALITY APPLICATIONS
Educators around the globe have already adopted Augmented Reality in their teaching
process. App store and Play store are flooding with Augmented reality apps for education.
Students are responding to these apps in an optimistic manner. Here are the best Augmented
Reality education apps; categorized for kids, students and self-learning.

AUGMENT REALITY APPLICATIONS FOR KIDS


1. AR Flash Cards
Students just have to scan the flashcards from their smartphones and the alphabets,
and its explanations come to life.
2. Bugs 3D
Kids can learn more about insects and bugs; the app will illustrate descriptions and
images to play for the kids.
3. Mathalive : The app helps the kids in grasping counting and number identification skills.

AUGMENT REALITY APPLICATIONS FOR TEENS


1. Anatomy 4D
Students can see 3D models of the human body when scanned through the camera of
the smart device.
2. AugThat
The app explains the core topics from subjects like Geography, Maths, and Science in
3 dimensions. The app also has a dedicated course for students with special needs.
3. Arloon Plants
The best app to learn practically about various species of flora around the world. The
app allows the students to learn about the structure and parts of a plant as well as they can
witness the growth and movements.

AUGMENT REALITY APPLICATIONS FOR SELF LEARNING


1. Google Translate
The most practical way to learn a foreign language. Google Translate allows users to
scan any written text via their smart device, and it will translate it in real time.

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2. Starwalk
Anyone can learn about the stars and the constellations in the sky. By pointing the
camera towards the sky the app will show all the details.
3. Aurasma
This app allows students to build their own Augmented reality experiences. Students
just have to create their own triggers on the web version with Aurasma Studio.

ADVANTAGES OF AUGMENTED REALITY-

 Increase sales- With using augmented reality in e-commerce or online shopping, it is


possible to visualize the object in its effective form before making a actual purchase.
Augmented reality adds a value to the procurement process. Augmented reality enables
attractive design module on the commercial site so that more interaction between user and
vendor can be increased.
 Effective content- Augmented reality is one of the major technology that performs
several process in order to produce improved content module on the commercial site so
that intended users can take advantage in a synchronized manner.
 Augmented reality systems operates simultaneously so that real world experience can be
enhanced.’
 It enhances perceptions and interactions with the real world.
 Less time consuming process is augmented reality.
 It can be applied to part of training programs so that overall productivity is increased.
 Improved framework so that more users interacted in a synchronized manner.

DISADVANTAGES OF AUGMENTED REALITY

 It is very expensive to implemented and develop Augmented reality technology based


projects and to maintain it.
 It is very costly to develop Augmented reality enabled devices.
 Lack of privacy is major drawback of Augmented reality.
 Low performance level of Augmented reality devices is a major drawback which can be
arise during testing phase.
 Augmented reality can cause mental health issues.
 Lack of security may affect the overall augmented reality principle.
 Extreme engagement with Augmented reality technology can lead to major healthcare
issues such as eye problems and obesity etc.

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AUGMENTED REALITY: BARRIERS AND LIMITATIONS


USABILITY ISSUES:
Augmented Reality complicated and difficult to use, face technical problems while
using an Augmented Reality application due to device characteristics such as a small size
screen, network speed, or battery capacity. Other studies describe as a drawback of using
Augmented Reality technology the student distraction and cognitive overload. On those
issues, a well-designed interface, guidance, training both students and teachers in using
augmented reality technology and managing of experience complexity level have been
already proposed as solutions.
FEATURES OF AVAILABLE SOFTWARE:
Financial cost, current state of the art mostly on GPS, the lack of tools designed for
education as general-propose AR applications are not education-oriented and inadequate for
educational use, limited availability of built-in monitoring features and assessment tools that
are either not provided at all or are available only on commercial editions, are some of the
barriers of AR adoption and research conducting. Researchers have already suggested the
ideal features which an AR development platform should contain to achieve teaching and
learning goals such as easy to use authoring tools through e.g., browser-based editors,
functions for various multimedia content integration, location-based functions, dynamic
triggers, embedded assessment, data collection functions for assessment and evaluation
purposes, social networking and abilities for creation of differentiated role–based Augmented
reality experiences through di_erent scenarios and participant roles to meet diverse
educational needs. Among the suggested ideal features, the most important features also
noted by other researchers are: (a) the use of tools that “incorporate virtual content in a
simple way and visual programming environments because they have been proved successful
in classrooms and are able to overcome barriers faced by educators ; and (b) features for
testing students, collecting data and social interaction.
3D MODELING:
The creation of virtual content and 3D models, which are a necessary component of
applications in the cultural heritage field and their representation is considered the most
powerful feature in Augmented reality, by teachers is seen as a complex process that cannot
afford and as one of the greatest disadvantages to using Augmented reality.
CONSTANT CHANGES IN TECHNOLOGY AND THE SOCIAL REQUIREMENT
FOR CONTINUOUS TRAINING:
Continuous and rapid changes in technology, the limited longevity and changes of software
platforms create the need to keep up to date. In addition, in some cases inadequately trained

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educators or negative attitudes, and the required technical expertise for Augmented Reality
application development and the social demand for efficient professionals,create the need for
continuous training.
TEACHERS’ AND STUDENTS’ INVOLVEMENT IN AUGMENTED REALITY
APPLICATIONS DEVELOPMENT:
The active involvement of both teachers and students in Augmented Reality application
development is proposed in order to achieve better learning outcomes. The teachers’
involvement is also proposed because there is a difference between a designer’s and the
teacher’s perspectives and teachers are more pedagogically trained than ICT experts.

CONCLUSION

Augmented reality has power to change how we use computers. Augmented reality
makes the impossible possible and its potential in education is just beginning. Augmented
reality interfaces offer seamless interaction between the real and virtual worlds. Using
augmented reality systems learners interact with the 3D information, objects and events in a
natural way. The educational experience offered by Augmented Reality is different for a
number of reasons as Mark Billinghurst (2002) mentioned: Support of seamless interaction
between real and virtual environments, The use of a tangible interface metaphor for object
manipulation and The ability to transition smoothly between reality and virtuality It is
essential to coordinate a team of specialist to possible augmented reality solution in
educational issues. In order to achieve realistic solutions we need to design and coordinate
multi-disciplinary research project to enhance the content and environments. Educators must
work with researchers to develop augmented reality interfaces. Software and hardware
technologies play an important and key role to produce augmented reality applications. There
are engineers, who can design different augmented reality environments. However for
learning, in educational technology.

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