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The role of use cases when adopting augmented reality into higher education pedagogy

    Research output: Contribution to conferencePaper

    Abstract

    Extended Reality (XR) technologies can be used to encourage educators to introduce modern, rapidly evolving experiential digital learning activities to enhance their teaching practices (Jang et al., 2021). Many Authors’ (e.g. (Milgram et al., 1995); (Farshid et al., 2018)) suggest that AR and VR technologies are on a continuum of technologies, where Augmented Reality (AR) and Virtual Reality (VR) are two of the most common XR technologies in use across business and society today. Using AR in a learning environment provides the ability to augment existing teaching activities with an additional experiential digital layer with a lower barrier to entry than other XR technologies. Therefore, the usage of AR is presented as a pragmatic approach to encouraging the wider adoption of XR technologies in Higher Education. The aim of the paper is to provide practical guidance on how to identify where AR can be used to enhance the learning experience and meet the expectations of students who are increasingly using AR and related technologies in their daily lives.
    Original languageEnglish
    Publication statusPublished - 2024
    EventConfronting Global and National Challenges: Our 2030 Vision -
    Duration: 1 Jan 2024 → …

    Conference

    ConferenceConfronting Global and National Challenges: Our 2030 Vision
    Period1/01/24 → …

    Keywords

    • Augmented reality
    • Higher education
    • Teaching pedagogy
    • Virtual reality

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