Augmented Reality Applications in Educational Environments
Summary
Augmented reality (AR) has emerged as a transformative tool in education, overlaying digital information onto the physical world to enhance learners’ engagement, understanding and motivation. In recent years, advances in mobile computing, computer vision and user-interaction design have enabled immersive experiences that support a broad spectrum of subjects, from language learning and chemistry to geography and STEAM disciplines. By blending real and virtual elements, AR fosters active exploration, contextualised learning and immediate feedback, which in turn can improve spatial reasoning, conceptual clarity and retention. Educators and developers have explored marker-based and markerless tracking, as well as authoring platforms that allow teachers to create bespoke content without extensive coding expertise. Studies highlight the potential for personalised learning pathways, collaborative tasks and adaptive scaffolding, though challenges remain in standardising evaluation methods, ensuring accessibility and integrating AR seamlessly into existing curricula. As hardware becomes more affordable and software more user-friendly, AR is poised to shift from experimental pilots to mainstream pedagogical practice, supporting learners of diverse ages, abilities and educational contexts worldwide.
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Augmented Reality Applications in Educational Environments publication trend
The graph below shows the total number of articles in augmented reality applications in educational environments across all publications each year (not limited to Nature Index journals).
Technical terms
Augmented reality (AR): A technology that overlays computer-generated sensory information onto the user’s view of the real world to enhance perception and interaction.
Marker-based tracking: A method of AR implementation where predefined visual markers in the environment are recognised by a device’s camera to position and anchor virtual objects.
Systematic bibliographic review: A structured approach to summarising research literature using predefined criteria to identify, evaluate and synthesise findings across multiple studies.
Media comparison study: An experimental design that contrasts learning outcomes between different instructional media, such as AR versus conventional textbooks or videos, to assess relative effectiveness.
References
- Revealing the true potential and prospects of augmented reality in education. Smart Learning Environments (2024).
- Media comparison studies dominate comparative research on augmented reality in education. Computers & Education (2023).
- Dataset of user interactions across four large pilots on the use of augmented reality in learning experiences. Scientific Data (2023).
- An Overview of Twenty-Five Years of Augmented Reality in Education. Multimodal Technologies and Interaction (2021).
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