Augmenting Engagement: Augmented Reality in Education
ISBN: 978-1-78190-240-0, eISBN: 978-1-78190-241-7
Publication date: 22 November 2012
Abstract
Education and new technologies travel parallel pathways, with each often informing development of the other. In recent decades, educators have utilized technologies, such as television and the Internet, to develop and deliver course content. More recently, another technology has emerged that might possibly change education as it is currently practiced. Augmented reality merges manipulable digital imagery into real-world spaces and in real time. The technologies used to create augmented environments already exist in the mass market and have already begun to show up in a wide variety of fields, including education. This chapter will provide an overview of augmented reality and explore current and potential uses in higher education.
Citation
Cabiria, J. (2012), "Augmenting Engagement: Augmented Reality in Education", Wankel, C. and Blessinger, P. (Ed.) Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation (Cutting-Edge Technologies in Higher Education, Vol. 6 Part C), Emerald Group Publishing Limited, Leeds, pp. 225-251. https://doi.org/10.1108/S2044-9968(2012)000006C011
Publisher
:Emerald Group Publishing Limited
Copyright © 2012, Emerald Group Publishing Limited