This wiki provides a comprehensive overview of how Augmented Reality (AR) and Virtual Reality (VR) are transforming the classroom. It focuses on pedagogical benefits, practical tools, and real-world examples to help educators integrate these technologies effectively.
This wiki was compiled based on current research and tool documentations to support digital transformation in schools.
02 Pedagogical Impact: AR vs. VR
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How Immersion Affects Learning
Research shows that immersive technologies have a significantly positive effect on learning, especially in STEM subjects.
Key Findings from Research
STEM Success: A Meta-Analysis found an average effect size of g = 0.33 for VR learning.
AR for Storytelling: According to a Storytelling Study , AR is superior to VR when it comes to retelling stories and logical structure.
VR for Settings: VR is excellent for memorizing spatial environments and "settings," but can lead to cognitive overload if not integrated carefully.
Desktop VR vs. Headsets
Interestingly, learning on a computer screen (Desktop VR) is often more effective than using high-end headsets. Headsets can sometimes cause distraction or kognitive stress, while the desktop version allows for better focus on the instructional content.
One of the biggest hurdles for teachers is the creation of 3D objects. Fortunately, there are platforms and tools that simplify this process.
Sketchfab: The OER Powerhouse
Sketchfab is a vital resource because many objects are licensed as Open Educational Resources (OER). Teachers can use these models directly without high costs.
Tutorial: Check out this AR Object Instruction to see how an AR model can be used as a guide.
Web-Based AR with AR.js
For those who want to create their own experiences without installing apps:
AR.js Studio – A high-level tool to create AR scenes.
Even though modern hardware like the iPad Pro with LiDAR sensors makes scanning easier, standardization of file formats remains a challenge for educators.