Search
On-Site Program Calendar
Browse By Day
Browse By Time
Browse By Person
Browse By Room
Browse By Unit
Browse By Session Type
Search Tips
Change Preferences / Time Zone
Sign In
X (Twitter)
In augmented reality, the real and virtual worlds are combined, affording educational benefits to its users (Garzón et al., 2019). By reviewing augmented reality applications used in educational settings, we assess environments and developers that use the affordances of augmented reality. We employ theories of embodied cognition, transfer, and affordances.
Sixty-one augmented reality applications were sampled from academic publications and application stores and assessed using researcher-developed codes of the application and its use of augmented reality. The results indicate that applications mostly use augmented reality incidentally, and that games, as compared to simulations, make use of the affordances from augmented reality. These findings unveil how augmented reality has been implemented and in what environments it is used most effectively.