It is an live direct or indirect view of a
physical, real-world environment whose
elements are augmented (or supplemented)
by computer-generated sensory input such
as sound, video, graphics or GPS data.
Augmented reality applications can
complement a standard curriculum.
Text, graphics, video and audio can
be superimposed into a student’s
real time environment.
Textbooks, flashcards and other educational reading
material can contain embedded “markers” that, when
scanned by an AR device, produce supplementary
information to the student rendered in a multimedia
format.
Students can participate interactively with
computer generated simulations of historical
events, exploring and learning details of each
significant area of the event site.
This is an active learning process in
which students learn to learn with
technology.
Augmented reality technology also permits learning via remote
collaboration, in which students and instructors not at the same
physical location can share a common virtual learning environment
populated by virtual objects and learning materials and interact
with another within that setting