Augmented Chemistry: An Interactive Educational Workbench
ISMAR '02 Proceedings of the 1st International Symposium on Mixed and Augmented Reality
Mixed reality classroom: learning from entertainment
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Augmented Learning: Research and Design of Mobile Educational Games
Augmented Learning: Research and Design of Mobile Educational Games
Toward Next-Gen Mobile AR Games
IEEE Computer Graphics and Applications
Agent-customized training for human learning performance enhancement
Computers & Education
Trends in augmented reality tracking, interaction and display: A review of ten years of ISMAR
ISMAR '08 Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality
ISMAR '09 Proceedings of the 2009 8th IEEE International Symposium on Mixed and Augmented Reality
In-place 3D sketching for authoring and augmenting mechanical systems
ISMAR '09 Proceedings of the 2009 8th IEEE International Symposium on Mixed and Augmented Reality
ARSC: Augmented reality student card
Computers & Education
Augmented Reality for the Improvement of Remote Laboratories: An Augmented Remote Laboratory
IEEE Transactions on Education
A Collaborative Augmented Campus Based on Location-Aware Mobile Technology
International Journal of Distance Education Technologies
Mobile learning: tendencies and lines of research
Proceedings of the First International Conference on Technological Ecosystem for Enhancing Multiculturality
International Journal of Mobile and Blended Learning
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Although augmented reality (AR) has gained much research attention in recent years, the term AR was given different meanings by varying researchers. In this article, we first provide an overview of definitions, taxonomies, and technologies of AR. We argue that viewing AR as a concept rather than a type of technology would be more productive for educators, researchers, and designers. Then we identify certain features and affordances of AR systems and applications. Yet, these compelling features may not be unique to AR applications and can be found in other technological systems or learning environments (e.g., ubiquitous and mobile learning environments). The instructional approach adopted by an AR system and the alignment among technology design, instructional approach, and learning experiences may be more important. Thus, we classify three categories of instructional approaches that emphasize the ''roles,'' ''tasks,'' and ''locations,'' and discuss what and how different categories of AR approaches may help students learn. While AR offers new learning opportunities, it also creates new challenges for educators. We outline technological, pedagogical, learning issues related to the implementation of AR in education. For example, students in AR environments may be cognitively overloaded by the large amount of information they encounter, the multiple technological devices they are required to use, and the complex tasks they have to complete. This article provides possible solutions for some of the challenges and suggests topics and issues for future research.