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Reflection 41 X 03
Reflection 41 X 03
Reflection 41 X 03
Augmented reality (AR) is a type of technology that can integrate digital information into
a user's environment in real time. It allows users to view digital content as if it were part of their
physical surroundings. A basic example of this is that of which in the game Pokémon Go.
Extremely popular in past years, Pokémon Go allowed users to catch Pokémon in the real world,
by integrating the image of a Pokémon into the real world through a camera and phone screen.
By using the technology of AR, many opportunities are created for teaching and learning in the
classroom (Wu et al., 2013). AR allows for interactive learning, gamification, and better
experiential environment for learning. It allows for gamification of the curriculum that is taught.
AR can be used to create educational games that both provide high engagement, and learning. It
allows activities to be more hands on, and allows the learning to be more memorable (Wu et al.,
2013). Research indicates that AR systems and environments can help students develop
knowledge and skills that could be learned in other learning environments but in a more effective
way (El Sayed et al., 2011). Moreover, AR games could activate the recall of prior knowledge
and use it to connect to the physical world, while engaging students in the academic content
for students with learning disabilities, or other accessibility issues. For example, hearing-
impaired students could benefit from an AR technology that provides sign language translations,
However, there are downsides to consider when navigating AR for classroom use. In an
AR learning environment, students could potentially be overloaded cognitively due to the large
amount of information they are required to process as students would need to multitask in AR
environments (Wu et al., 2013) It was reported by Dunleavy et al., (2009) that students felt
confused and overwhelmed when engaged in a multi-user AR simulation, as they needed to deal
Overall, there are upsides and downsides to augmented reality in the classroom learning
environment.
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References
Dunleavy, M., Dede, C., & Mitchell, R. (2009). Affordances and limitations of immersive
participatory augmented reality simulations for teaching and learning. Journal of Science
El Sayed, N. A. M., Zayed, H. H., & Sharawy, M. I. (2011). ARSC: Augmented reality student
https://doi.org/10.1016/J.COMPEDU.2010.10.019
Squire, K., & Klopfer, E. (2007). Augmented reality simulations on handheld computers.
Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current status, opportunities and
https://doi.org/10.1016/J.COMPEDU.2012.10.024