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Benefits of Augmented Reality in Education

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Added on  2023/04/21

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This report describes the benefits of implementing augmented reality technology in the education system. It discusses the need for augmented reality in education and its importance in other industries. The report analyzes the advantages and disadvantages of using augmented reality and provides recommendations for implementation.

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Running head: USE OF AUGMENTED REALITY IN EDUCATION
USE OF AUGMENTED REALITY IN EDUCATION
Name of the Student
Name of the University
Author Note

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USE OF AUGMENTED REALITY IN EDUCATION 1
Executive summary
The report aims at describing the benefits of implementing augmented reality technology in
the education system. The paper has described the need for augmented reality in the
education. Apart from this the augmented reality has great importance in the other industry
sectors. Augmented reality has provided a real-world object with the help of digitization. The
report aims to analyse all the benefits of using augmented reality. The disadvantages and
advantages of using the technology have outlined in the paper. The report will help the
university to make a proper decision regarding the implementation of augmented reality in
their education system.
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USE OF AUGMENTED REALITY IN EDUCATION
Table of Contents
1.0 Introduction.....................................................................................................................................3
2.0 About augmented reality..................................................................................................................3
2.1 Use of Augmented reality in other industries...............................................................................4
2.2 Advantages of Augmented reality in Education...........................................................................5
2.3 Disadvantages of augmented reality............................................................................................6
2.4 Hardware components and costing of augmented reality.............................................................7
2.5 Analysis of augmented reality for XYZU institute......................................................................7
3.0 Recommendation.............................................................................................................................8
4.0 Conclusion.......................................................................................................................................9
5.0 References.....................................................................................................................................10
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USE OF AUGMENTED REALITY IN EDUCATION
1.0 Introduction
The aim of this report is to provide a clear knowledge about the benefits of having
augmented reality in the university. This will definitely improve the way of teaching. In
order to improve the teaching procedure implementing augmented reality is a better idea. The
report will describe the needs of implementing augmented reality in the XYZU institute. This
enhances the way of learning by improving speed. With the augmented reality the student
got more involved and motivated as a learner and this increases the efficiency of the student.
Moreover, teachers can focus on learning materials throughout the learning process (Gilligan,
2018). The learning material gets interesting with time and as the material becomes
interesting it attracts more attention of the student. Thus it becomes essential for the institute
to understand the benefits of using AR. The report will help to understand the reasons behind
implementing AR. With the implementation of Augmented Reality the user can enhance the
real world’s view. The use of augmented reality will increase the number of customers. The
report aims at delivering the reasons behind implementing augmented reality in the
education. The benefits of augmented reality will be described in the report so that the
university can implement proper measures in the learning process.
2.0 About augmented reality
Augmented reality provides an interactive experience towards the real world objects.
The main importance of having an augmented reality is to bring components of the digital
world into a perception of the real world. This helps in enhancing the natural environments
and offers an enriched experience. The advanced AR technology helps in providing
information regarding the real world and allows the user to become interactive and effective
digitally. Augmented reality possesses a great capability that helps in sharing and gathering
important knowledge. The main hardware components of augmented reality include sensors,
processor, input devices and display. In order to have a proper augmented reality platform it
becomes important to contain some specific elements including camera and MEMS sensors.
The sensors include GPS, solid-state compass and accelerometer. Basically there are two
technologies that are the diffractive waveguides and reflective waveguide (Garrett, Anthony
& Jackson, 2018). The main difference between augmented reality and virtual reality is that it
enhances the live view by adding digital elements. Augmented reality developed over the
years after the arrival of Android and iOS. This turned out to achieve more importance in the
market. This helps in combining the virtual reality with the real world environment in order

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USE OF AUGMENTED REALITY IN EDUCATION
to provide live video imagery that can be improved with the help of processer created
graphics. For experiencing the augmented reality people can wear headsets with the use of
mobile devices.
The types of augmented reality available in the market that helps in enhancement of
the working includes AR handsets, AR applications, use in medical and military. Fighter
planes are provided with a Heads up Display that helps in displaying the altitude, horizon and
airspeed in order to understand the position of the other planes (Herron, 2016). The pilot has
the complete access to these details and has the ability to manage the details by looking down
at aircrafts instruction. Transparent display is placed directly to facilitate the fighter pilots
view. This technology has great importance in the medical field also as it allows the medical
student to practice surgery with the help of a controlled environment. With the help of
augmented reality doctors can reduce the risk while performing an operation by providing
better sensory perception. The technology combined with the MRI or XR system has the
potential to bring each and every situation into a single view for the surgeon. Augmented
reality helps in neurosurgery and in addition to this it has the capability to image the brain in
3D (Foster & Cunniff, 2016). Augmented reality also helps in providing proper navigation to
the users. With the use of enhanced GPS system the user can easily move from one point to
another by selecting routes with the use of GPS. Apart from these with the development in
technology and gaming applications, augmented reality has gained a lot of importance in the
market and allows the user to play much more realistic games. Earlier AR was used for
providing a first down yellow line in football.
2.1 Use of Augmented reality in other industries
Apart from providing a better view at the time of gaming it also helps in improving
the business and attracts the targeted audience. The major industries that got beneficial with
the implementation of this technology are as follows:
Manufacturing industry: manufacturing industry includes the development of the process
without any faults and needs an organized and proper work. Even a minor error can lead to
the reconstruction of the whole product and this will add up to the cost and will increase the
time required in the development phase. With the help of augmented reality the product
prototyping can be done easily and this gives a 3D prototyping model. The business leader
has the ability to take the right decision that will effectively improve the decision making
process (Huang, Chen & Chou, 2016). With the use of this technology the speed can be
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improved and also the efficiency rate also increases which further leads to enhancement of
overall experience.
Healthcare industry:with the AR technology the healthcare industry has developed several
better services. The technology is used to develop interactive 3D forms from complex
medical experts. This helps the medical expert to demonstrate everything clearly to patients
and trainees. Thus this will complete every operation efficiently. Apart from this with the use
of augmented reality, the organs from different angles can be visualized properly and the
surgeon can have a clear view of the area that needs to be operated (Carlson & Gagnon,
2016).
Marketing industry: this includes providing an additional static marketing medium. It helps
the marketers to include animation with the help of 3D glasses. This also includes a proper
way of adding information within the AR-based storefronts, poster, flyers and billboards.
This helps the market to attract the audience.
Food and beverage industry: augmented reality helps in developing a proper bridge
between the products and customer. The technology is making it easier to sell the products by
providing necessary advertisement for every food item. This becomes very important to
aware the users about the product (Jung, Chung & Leue, 2015).
Travel industry: travel industry has the capability of explaining the events and planning very
well with the help of augmented reality. This helps to make the travel prepared by the
travellers easy and memorable. With the help technology the travellers can get access to the
information about the resources (Chen et al., 2017). Augmented reality offers 360-degree
tours in the guest room, at meetings, and restaurants. Moreover with the help of augmented
reality the travellers can have the facility to visit other places and interesting events without
even leaving the room.
2.2 Advantages of Augmented reality in Education
With the recent development in technology the importance of augmented reality has also
increased. Several institutes have adopted strategies for implementing augmented reality in
their education system due to benefits offered by this technology. Traditional education
involves much more efforts from teachers and the involvement of each student physically.
This becomes very difficult to repeat classes for teachers for a particular student. Every
institute has developed digitization within their institute for increasing the efficiency, of the
student. This helps in improving the interest of every student and even helps the faculty to
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teach every lesson efficiently with minimum efforts. Moreover with the evaluation of
technology education sector is now known as EdTech. This is expected that by the year 2020,
digital education is expected to reach around 4252 billion that is adding to an annual rate of
around 17% (Lee et al., 2018). More than one billion people are expected to join the
revolution of using augmented reality for education purpose. Augmented reality has the
potential of serving many benefits together. This has the capability of providing easy access
to study material and also helps them to understand the information easily. The process
involved in learning with the help of augmented reality is effective and attracts more
learners.Apart from all the benefits offered by augmented reality in education, it also offers
faster growth of the student in understanding the chapters (Yilmaz, 2016). This will definitely
help in getting good grades and will also help the teachers to work effectively as the number
of student with good percentage and prolonged reputation of the university.
Apart from all these features the learning materials provided by the augmented reality
are affordable with better presentations. This increases retention and the user can have access
over the augmented models properly without any issue. With the use of augmented reality in
education the interest of student gets increased and hence attracts more engaged learner
(Akçayır, 2017). Moreover the education system evolved with augmented reality, offers a
large number of languages. There is no language barrier and the education process can be run
smoothly. Efficient learning can be achieved with the use of this technology and will attract
more learners.
2.3 Disadvantages of augmented reality
Every technology has some disadvantages and this becomes important to overcome
the disadvantages in order to have proper access to the technology. The main disadvantages
of working with augmented reality are as follows:
Inappropriate training: as this technology needs proper knowledge, everyone
associated with the technology must know about the working for attaining maximum
benefits from the technology. It is observed that there is a huge number of teachers
who struggle to use new technology (Barfield, 2015). Moreover there are some
teachers who do not want to implement this technology as they believe that the
traditional way of learning is the best. In order to avoid such a situation it becomes
very important for the Institute of the university to explain the advantages of using the
technology. With proper training the importance can be understood clearly (Squires,

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2017). It is seen that the teachers with open-minded cooperates with the universities
decision. They only support the institute in order to have the changes every teacher
should understand the changes will benefit the lives of learners.
Hardware requirements: implementing augmented reality in the classroom needs
some specific resources base and it should be implemented properly. Every student
owns a smartphone but it is not necessary that each system will include the capability
of installing augmented reality applications, this result to improper access of the
technology (Liao, 2015). Thus insufficient hardware becomes a major issue.
Content portability issues: this becomes important to develop an augmented reality
technology that will have the potential to work equally on every platform and devices.
However it is observed that this becomes difficult to provide the same quality
function to every augmented reality component on every device (Martín-Gutiérrez et
al., 2015). Every device possess some different configuration and thus it becomes
difficult to develop an augmented reality that can be run on every device equally.
2.4 Hardware components and costing of augmented reality
The main requirements of hardware for developing an augmented reality within an
education system includes a proper and long lasting battery life, proper microphone, input
and output devices. This includes eye tracking, accelerometer and button. Apart from this a
field of view in 3D view is required. With the use of camera the technology can overlay the
information on the real world. The necessary software’s for augmented reality includes
Catchoom CraftAR AR SDK is an iOS and Android SDK helps in developing proper
augmented reality technology (Billinghurst, Clark & Lee, 2015). Vuforia Augmented Reality
SDK, previously known as Qualcomm's QCAR, is a Software Development Kit used for
producing augmented reality applications for devices. Apart from hardware's and software's
component it becomes important to have a piece of proper knowledge about the pricing of
augmented reality, this includes the development of the normal and basic augmented reality
with $25- $30K (Parviainen, 2017). However the cost might be increase with the increase in
developers, 3D artists and need of project managers.
2.5 Analysis of augmented reality for XYZU institute
From the above findings it can be stated that implementing the technology within the
university and in the intuition will definitely improve the learning process of the students and
will engage more learners. The main reason for implementing augmented reality with
education is that it offers accessible learning materials at anytime and anywhere. This has the
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potential to replace the textbooks, printed manuals with the help of digitized learning
materials. This offers less expensive study materials that can be accessed with mobile phones.
Apart from this the main reason behind shifting to augment reality is that it does not demand
special hardwares with the high cost. This can be implemented with the use of smartphones
and around 73% of learner owns personal smartphones. With the use of smartphones each
learner can get the access to augmented reality technology instant. This helps in attracting
main sources. With the use of augmented reality interest of students increases as well as
engages large number of people. This helps to engage the students in lessons with effective
and effortless learning. With the implementation of augmented reality, boring classes can be
replaced into attractive classes and improve the teamwork skills through provision of
interactive lessons. Thus, it is suggested that the institute should implement augmented reality
with proper training to the staffs. Before implementation every staff associated with the
organization should interact in order to understand the major benefits and then implement the
technology
3.0 Recommendation
This becomes important to overcome the challenges faced while implementing
augmented reality in education. The prominent ways in which the challenges can be faced are
as follows:
1. It becomes important for every organization to introduce each member with the
concept of augmented reality so that everyone can understand the importance. Proper
training towards the staff is equally important so that everyone can accept the new
technology.
2. The organization should understand the need for this technology into their
organization and should develop the application accordingly. This will restrict the
need of hardware’s and will also decrease the cost, as only required hardware will be
necessary.
3. In order to develop a particular application, based on everyone convenience it is
important for the organization to look after the devices used by the staffs of that
organization and develop according to their need.
4. The organization should keep an eye on the usage of augmented reality while the
staffs are within the workplace. This will restrict the users from preventing unethical
events.
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4.0 Conclusion
From the above report it can be stated that augmented reality possesses a great
benefit. Every industry sector has gained a lot of benefits with the use of augmented reality.
From the food and beverage industry to the retail industry each has achieved greater benefits
from this technology. With the introduction of augmented reality technology in the education
the learning experience can be improved. Augmented reality technology fastens the learning
process and also helps in developing a more interactive learner. Thus, it is suggested for the
university to include augmented reality in every intuition. Apart from theoretical knowledge
it becomes equally important to have a piece of better practical knowledge. This also helps in
improving the practical learning skills of the students. This will increase the number of
learners and will also improve the grade of every student.

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5.0 References
Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for
education: A systematic review of the literature. Educational Research Review, 20, 1-11.
Barfield, W. (2015). Fundamentals of wearable computers and augmented reality. CRC Press.
Billinghurst, M., Clark, A., & Lee, G. (2015). A survey of augmented reality. Foundations and
Trends® in Human–Computer Interaction, 8(2-3), 73-272.
Carlson, K. J., & Gagnon, D. J. (2016). Augmented reality integrated simulation education in health
care. Clinical simulation in nursing, 12(4), 123-127.
Chen, P., Liu, X., Cheng, W., & Huang, R. (2017). A review of using Augmented Reality in
Education from 2011 to 2016. In Innovations in Smart Learning (pp. 13-18). Springer,
Singapore.
Foster, P. J., & Cunniff, S. (2016). Augmented Reality in the Classroom.
Garrett, B. M., Anthony, J., & Jackson, C. (2018). Using mobile augmented reality to enhance health
professional practice education. Current Issues in Emerging eLearning, 4(1), 10.
Gilligan, M. (2018). COMPUTER AIDED DESIGN USING VIRTUAL AND AUGMENTED
REALITY AS A PRACTICAL SOLUTION TO DESIGN, WITH REGARDS TO
WAYFINDING.
Herron, J. (2016). Augmented reality in medical education and training. Journal of Electronic
Resources in Medical Libraries, 13(2), 51-55.
Huang, T. C., Chen, C. C., & Chou, Y. W. (2016). Animating eco-education: To see, feel, and
discover in an augmented reality-based experiential learning environment. Computers &
Education, 96, 72-82.
Jung, T., Chung, N., & Leue, M. C. (2015). The determinants of recommendations to use augmented
reality technologies: The case of a Korean theme park. Tourism management, 49, 75-86.
Lee, L. S., Ng, G. W., Tan, K. Y., Shaharuddin, S. S., & Wan-Busrah, S. F. (2018). Integrating
Interactive Multimedia Objects in Mobile Augmented Reality for Sarawak
Tourism. Advanced Science Letters, 24(2), 1017-1021.
Liao, T. (2015). Augmented or admented reality? The influence of marketing on augmented reality
technologies. Information, Communication & Society, 18(3), 310-326.
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Lv, Z., Halawani, A., Feng, S., Ur Réhman, S., & Li, H. (2015). Touch-less interactive augmented
reality game on vision-based wearable device. Personal and Ubiquitous Computing, 19(3-4),
551-567.
Martín-Gutiérrez, J., Fabiani, P., Benesova, W., Meneses, M. D., & Mora, C. E. (2015). Augmented
reality to promote collaborative and autonomous learning in higher education. Computers in
Human Behavior, 51, 752-761.
Parviainen, J. (2017). “Imagine Never Not Knowing”: An Epistemological Framework for
Understanding Negative Knowledge in Augmented Reality. AUGMENTED REALITY, 195.
Squires, D. (2017). Augmented Reality Application Classroom Development: New Technology and
New Media, Education and Intelligent Classrooms. i-Manager's Journal of Educational
Technology, 14(1), 1.
Yaoyuneyong, G., Foster, J., Johnson, E., & Johnson, D. (2016). Augmented reality marketing:
Consumer preferences and attitudes toward hypermedia print ads. Journal of Interactive
Advertising, 16(1), 16-30.
Yilmaz, R. M. (2016). Educational magic toys developed with augmented reality technology for early
childhood education. Computers in Human Behavior, 54, 240-248.
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