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Please comment about the Future of AR here! 

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Please comment about the Future of AR here! 

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Your comments and questions about AR and the future are much appreciated!

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Tina Choi (she/her)
Registered Nurse in British Columbia
Student of Master of Education for Healthcare Professionals Students at University of Saskatchewan
Please Contact Me:
Email/IM: tina.choi@vch.ca
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How Augmented Reality Will Change Education Completely | Florian Radke | TEDxGateway (TEDxTalks, 2017)

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How Augmented Reality Will Change Education Completely TEDxGateway

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How Augmented Reality Will Change Education Completely TEDxGateway

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Often, AR is mistaken as a toy or game rather than an educational tool. It is there to help solve some of the most significant educational challenges of human connection and productivity.

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How Augmented Reality Will Change Education Completely | Florian Radke | TEDxGateway

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Galati, F., Bigliardi, B., Deiana, A., Filippelli, S., & Petroni, A. (2019). Pros and cons of augmented reality in education. EDULEARN Proceedings. https://doi.org/10.21125/edulearn.2019.2264

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Try your hand at guessing what is needed for AR!

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Try your hand at guessing what is needed for AR!

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Did you guess correctly?

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Web survey powered by SurveyMonkey.com. Create your own online survey now with SurveyMonkey's expert certified FREE templates.

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Virtual Reality (VR) is a virtually created environment where users suspend belief long enough to accept a virtual world as the real environment (Gillis, 2022).

While AR uses the existing real-world environment, VR is virtually rendered. AR mixes reality with simulation; VR is completely simulated and immerses users in a different environment (Chen et al., 2019).

AR requires a less restrictive device, and VR requires specialized headsets to simulate all the visual and audio information required to generate a new reality. AR devices require less simulated information than VR; therefore, they are smaller and more accessible (Gillis, 2022).

The VR environment is 3D and submerges the users into a fully interactive environment (Gillis, 2022). While AR technology can allow interaction between the environment and users, the technology is only injected into components of the real-world environment.

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AR technology is adapted and used in various environments.

Besides its usage in educational and medical settings, AR can be adapted and utilities in the following areas:

Gaming and Entertainment: Games and entertainment are among the most commonly used AR technology areas. My favourite AR game is the ever-so-popular game Pokemon Go. As an Instagram user, filters and lenses create exciting and fun snapshots of everyday life (Gillis, 2022).

Navigation: GPS and live maps that make getting lost exciting and fun, used in lots of self-navigate walking tours (Gillis, 2022).

Tools and measurement: Many smartphone applications allow users to measure live objects without needing physical tools, such as rulers, levels, and tape measures (Gillis, 2022).

Architecture and Real Estate: Architects use 3D models to map out the skyline and functional structures of their non-existent buildings. In real estate, agents utilize AR technology to showcase and personalize homes by allowing clients to insert their furniture into a room (Gillis, 2022).

Retail: Many online retailers now utilize AR to allow users to try on clothing, accessories, and make-up before purchase (Gillis, 2022).

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Though AR technology is already considered a technological advancement, its popularity seems unending. With the expansion of networking and the internet, it is easier to access augmented reality experiences. AR is predicted to play a more prominent role in education because it can enhance learning experiences for learners, educators, content developers, and educational institutions (Cipresso et al., 2018).
Integration of augmented reality programming into educational software and materials will provide added benefits beyond improving the learning experience. AR can transform classrooms and motivate learning through interactivity. AR can address the issue of human declining attention span and work on supporting students to retain information better (Cipresso et al., 2018). In the future, more institutions will adapt AR technology to digital content and create new technology (Cipresso et al., 2018).

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AR in education has proven to support learning, such as increasing content understanding and memory preservation, as well as learning motivation (Radu, L, 2012). AR allows students to further develop their knowledge through reading, spatial concepts, content creation, and play. AR can also help students learn to communicate and collaborate through teamwork assignments. When introducing AR, already-made curriculums only require replacing some pedagogical materials rather than an entire curriculum overhaul (6 Benefits and 5 Examples of Augmented Reality in Education, 2019).

AR in psychological health has effectively treated psychological disorders like anxiety disorders and phobias (Radu, L., 2012). AR exposure therapy (ARET) provides a safe and ecological environment where any kind of stimulus is possible, allowing one to keep control over the situation experienced by the patients, gradually generating situations of fear or stress.

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AR technology is delivered in many methods, such as smart glasses, smartphones, and tablets/devices. Users must have a device containing hardware and technology components to deliver audio, visual, and simulation. Most devices, such as smartphones, contain all the necessary technology to make AR a reality. AR contact lenses are in the process of being developed (Cipresso et al., 2018).

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Augmented Reality (AR) is an interactive experience that modifies the real-life environment through visuals, sounds, and simulation. Though augmented reality offers artificial factors, the environment is in real-time (Chen et al., 2019). AR is a responsive application created to enhance user experience (UX).

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UX designers usually build responsive apps for web, mobile, and tablet, including Augmented Reality (AR) and Virtual Reality (VR) for deeper immersion. To respond to the changing needs of learners designers are always up for innovating using Design Thinking and Agile methodologies.

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What is User Experience (UX):
UX refers to how users interact with the learning system. Designers of UX aim to study and evaluate how users use systems and create and design products that provider meaningful and useful experiences to learners.