Augmented Learning with Augmented Reality

Part of the Lecture Notes in Educational Technology book series (LNET)


Perhaps no other digital technology has the potential for revolutionizing the educational experience as augmented reality (AR). In this chapter the philosophical, pedagogical, and conceptual underpinnings are unpacked regarding learning with AR. Specifically, AR is defined and the evolution detailed. Next, some of the common usages of the technology are described, recommendations given, and finally the future educational implications are presented.


Augmented Reality Augmented Reality System Augmented Reality Application Augmented Reality Technology Tangible Item 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


  1. Barab, S. A., & Duffy, T. M. (2000). From practice fields to communities of practice. In D. H. Jonassen & S. M. Land (Eds.), Theoretical foundations of learning environments (pp. 25–55). Mahwah, NJ: Lawrence Erlbaum Associates.Google Scholar
  2. Billinghurst, M. (2002). Augmented reality in education. New Horizons for Learning, 12.Google Scholar
  3. Bujak, K. R., Radu, I., Catrambone, R., MacIntyre, B., Zheng, R., & Golubski, G. (2013). A psychological perspective on augmented reality in the mathematics classroom. Computers & Education, 68, 536–544.CrossRefGoogle Scholar
  4. Caudell, T. P. & Mizell, D.W. (1992). Augmented reality: An application of heads-up display technology to manual manufacturing processes. In Proceedings of IEEE Hawaii International Conference on Systems Sciences (pp. 659–669).Google Scholar
  5. Common Core State Standards Initiative. (June, 2010). Reaching higher: The common core state standards validation committee. In A report from the National Governor’s Association Center for Best Practices and the Council of Chief State School Officers. Retrieved June, 2010, from
  6. Crompton, H. (2013). A historical overview of mobile learning: Toward learner-centered education. In Z. L. Berge & L. Y. Muilenburg (Eds.), Handbook of mobile learning (pp. 3–14). Florence, KY: Routledge.Google Scholar
  7. Cuendet, S., Bonnard, Q., Do-Lenh, S., & Dillenbourg, P. (2013). Designing augmented reality for the classroom. Computers & Education, 68, 557–569.CrossRefGoogle Scholar
  8. Dede, C. (Speaker) (2008). Immersive interfaces for learning: Opportunities and perils [motion picture]. Retrieved from
  9. Di Serio, A., Ibanez, M., & Kloos, C. (2013). Impact of an augmented reality system on students’ motivation for a visual art course. Computers & Education, 68, 586–596.CrossRefGoogle Scholar
  10. Gay, G. & Lentini, M. (1995). Use of communication resources in a networked collaborative design environment, Journal of Computer-Mediated Communication, 1(1). doi:  10.1111/j.1083-6101.1995.tb00320.x.
  11. Greenhow, C. & Robelia, B. (2009). Web 2.0 and classroom research: What path should we take now? Educational Researchers, 38(4), 246–259.Google Scholar
  12. Gremmo, M. J., & Riley, P. (1995). Autonomy, self -direction and self-access in language teaching and learning: The history of an idea. System, 23(2), 151–164.CrossRefGoogle Scholar
  13. Hamilton, K. & Olenewa, J. (May, 2010). Augmented reality in education [PowerPoint slides]. Retrieved May, 2010, from
  14. Inkpen, K. (1997). Adapting the human computer interface to support collaborative learning environments for children. Ph.D. Dissertation, Department of Computer Science, University of British Columbia.Google Scholar
  15. Johnson, L., Adams-Becker, S., Estrada, V., & Freeman, A. (2015). NMC Horizon Report: 2015 K-12 Edition. Austin, Texas: The New Media Consortium.Google Scholar
  16. Jonassen, D., Howland, J., Marra, R., & Crismond, D. (2008). Meaningful learning with technology (3rd ed.). Upper Saddle River, NJ: Pearson.Google Scholar
  17. Kerawalla, L., Luckin, R., Seljeflot, S., & Woolard, A. (2006). ‘‘Making it real’’: Exploring the potential of augmented reality for teaching primary school science. Virtual Reality, 10, 163–174.CrossRefGoogle Scholar
  18. Kesim, M., & Ozarslan, Y. (2012). Augmented reality in education: Current technologies an the potenial for education. Procedia—Social and Behavioral Sciences, 47, 297–302.CrossRefGoogle Scholar
  19. Kirkley, S., & Kirkley, J. (2005). Creating next generation blended learning environments using mixed reality, video games and simulations. TechTrends, 49(3), 42–54.CrossRefGoogle Scholar
  20. Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games. Cambridge, MA: MIT Press.CrossRefGoogle Scholar
  21. Klopfer, E., & Squire, K. (2008). Environmental Detectives—the development of an augmented reality platform for environmental simulations. Educational Technology Research and Development, 56(2), 203–228.CrossRefGoogle Scholar
  22. Klopfer, E., & Yoon, S. (2004). Developing games and simulations for today and tomorrow’s tech savvy youth. TechTrends, 49(3), 33–41.CrossRefGoogle Scholar
  23. Lee, K. (2012). Augmented reality in education and training. Techtrends, 56(2), 13–21. doi: 10.1007/s11528-012-0559-3.CrossRefGoogle Scholar
  24. Milgram, P. & Kishino, F. A. (1994). Taxonomy of Mixed Reality Visual Displays. Institute of Electronics, Information, and Communication Engineers Trans. Information and Systems (IECE special issue on networked reality), E77-D (12), 1321–1329.Google Scholar
  25. Óhidi, A. (2006). Az élethosszig tartó tanulás és az iskola, Új Pedagógiai Szemle.Google Scholar
  26. Pasaréti, O., Hajdú, H., Matuszka, T., Jámbori, A., Molnár, I., & Turcsányi-Szabó, M. (2011). Augmented reality in education. INFODIDACT Informatika Szakmódszertani Konferencia. Google Scholar
  27. Sharples, M. (2005). Learning as conversation: Transforming education in the mobile age. In Proceedings of Conference on Seeing, Understanding, Learning in the Mobile Age, Budapest, Hungary (pp. 147–152).Google Scholar
  28. Steinkuehler, C., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places”. Journal of Computer-Mediated Communication, 11(4), 885–909.CrossRefGoogle Scholar
  29. Wasko, C. (2013). What teachers need to know about augmented reality enhanced learning environments. Techtrends, 57(4), 17–21. doi: 10.1007/s11528-013-0672-y.CrossRefGoogle Scholar
  30. Wu, H., Less, S., Chang, H., & Liang, J. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62, 41–49.CrossRefGoogle Scholar
  31. Yuen, S., Yaoyuneyong, G., & Johnson, L. (2011). Augmented reality: An overview and five directions for AR in education. Journal of Educational Technology Development and Exchange, 4(1), 119–140.CrossRefGoogle Scholar

Copyright information

© Springer Science+Business Media Singapore 2016

Authors and Affiliations

  1. 1.Old Dominion UniversityNorfolkUSA

Personalised recommendations