Augmented Reality (AR) refers to a hi-tech that overlaps a computer-generated appearance of a user’s view of the earth hence presenting a compound view. Unlike computer simulation where all that is observed by the user is developed by a computer, AR maintains the real-world view but just includes components that do not exist to improve the users’ encounter.

The application of AR to classroom education can lead to more interactive learning. It can enable teachers to present abstract examples of ideas and include gaming features in the provision of textbook material assistance. This would enable faster learning and easier memorization by learners. AR can modify our ways of interrelating with mobile applications and other optical graphic encounters (Cuendet, 2013). Generally, AI has the ability to develop computer graphics into the actual environment on screen. When a mobile camera is shifted to space, AR allows the vision of a CG object on the screen. However, it happens in the present time as it is observed from the camera. This enables students to learn in a more engaging surrounding.

AR also consists of 25 percent digital truth and 75 percent existing truth. This implies that it does not replace the absolute environment with the abstract. It however intermingles abstract objects into the real world. An example of AR learning is the Element 4D AR application. This application helps learners to determine the atomic weight, chemical reactions, elements, and their names by just placing two paper cubes for a unique element block (Shelton, 2002). This includes real fun in learning chemistry. Another key AR in learning is Google Excursions. This enables its users to view 3-Dimensional objects in the classroom. For example, volcanoes, storms, or even DNA can be shown to learners through Google Excursions. There are more hundreds of AR excursions including the moon landing, history of technology, and many more provided by this application.

Reference

Cuendet, S., Bonnard, Q., Do-Lenh, S., & Dillenbourg, P. (2013). Designing augmented reality for the classroom. Computers & Education68, 557-569.

Shelton, B. E. (2002). Augmented reality and education: Current projects and the potential for classroom learning. New Horizons for Learning9(1).f