DIGITAL LIBRARY
THE USE OF AUGMENTED REALITY IN EDUCATION. DESIGN AND DEVELOPMENT OF A PRACTICAL EXAMPLE
University of Alicante (SPAIN)
About this paper:
Appears in: ICERI2020 Proceedings
Publication year: 2020
Pages: 8957-8964
ISBN: 978-84-09-24232-0
ISSN: 2340-1095
doi: 10.21125/iceri.2020.1981
Conference name: 13th annual International Conference of Education, Research and Innovation
Dates: 9-10 November, 2020
Location: Online Conference
Abstract:
One of the elements and concerns of innovation in education at the different levels that make up our educational system, from elementary school to university studies, is the inclusion of tools that allow, in a simple, playful and formative way, the approach of students to the curricular contents. In this sense, one of the technologies that meets the aforementioned requirements is Augmented Reality (AR). AR allows, on the one hand, to combine digital information with physical information in real time through different devices (smartphones, tablets, etc.) and, on the other hand, to move to training contexts beyond traditional teaching scenarios, viewing objects not perceivable and comparing objects and/or phenomena from different perspectives. In addition, different reports indicate that AR is positioned as one of the emerging technologies with the most future, along with others such as Virtual Reality, and that it will have, in the short term, a strong level of penetration in educational centres and universities.

This paper presents a brief introduction to AR and reviews the use of AR at all educational levels; elementary and middle school, high school and university studies, focusing on AR as a point of support for teaching. In addition, the full development of an AR application for mobile and tablet devices is presented as an example of this technology. This application is focused on high school students, as well as students of the degree in telecommunications engineering, since it is an introduction to satellites with extra information and curiosities, types of orbit, etc. supported by 3D modelling and audio.
Keywords:
Augmented Reality, AR, innovation in education.