1 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.
2 Augmented reality applications can
complement a standard curriculum.
3 Text, graphics, video and audio can
be superimposed into a student’s
real time environment.
4 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
5 Students can participate interactively with
computer generated simulations of historical
events, exploring and learning details of each
significant area of the event site.
6 This is an active learning process in
which students learn to learn with
7 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