Augmented learning

The augmented content can be dynamically tailored to the learner's natural environment by displaying text, images, video or even playing audio (music or speech).

In desktop computing environments, the learner receives supplemental, contextual information through an on-screen, pop-up window, toolbar or sidebar.

As the user navigates a website, e-mail or document, the learner associates the supplemental information with the key text selected by a mouse, touch or other input device.

Mechanical and electronic devices that function as augmented intelligence range from the abacus, calculator, personal computers and smart phones.

When an individual's name appears on the screen, a pop-up window could display a person's organizational affiliation, contact information and most recent interactions.

In mobile reality systems,[2] the annotation may appear on the learner's individual "heads-up display" or through headphones for audio instruction.

For example, augmented information is presented near the primary subject matter, allowing the learner to learn how to write glyphs while understanding the meaning of the underlying characters.

The interactive, dynamic nature of these on-demand language assistants can provide definitions, sample sentences and even audible pronunciations.

Augmented learning allows for real time answers to student's quizzes and tests that provide feedback quicker than in class discussion.

Koumpouros (2024)[5] points out that while augmented reality (AR) has the potential to revolutionize teaching methods, cost and accessibility concerns are major obstacles to its adoption.

The research indicates that "while AR technology offers many opportunities for immersive learning, educational institutions must carefully consider costs of implementation and technical infrastructure requirements.

[5]" There are issues with teacher training, technical support, and creating excellent instructional materials that make good use of augmented reality in addition to finance concerns.

As these programs grow and develop, more and more students will become more efficient in the classroom and any real-world situations where they can use the information gained from augmented learning to their advantage.

According to Lampropoulos et al.'s (2022) comprehensive evaluation of 670 studies, gamification components added to AR technology significantly boost student enthusiasm and engagement.

Their study shows that "personalized AR experiences create more engaging learning environments, leading to improved knowledge academic performance.

The STEM field began to take notice and implemented this innovative technology into museum exhibits and other informal learning environments.

This makes sense as the field of science is directly correlated with augmented learning methods, such as easy access to technology and virtual environments.

The museum uses both stationary displays and mobile computers to allow users to view translucent images and information keyed to their specific interest.

These technologies have allowed users to access language learning in methods not available previously, eliminating the need for a human tutor, and specialized institutional education.

Research conclusions suggest that most children obtain higher scores and satisfaction than those who don't use Virtual Reality technology for their learning.

In higher learning, the study found that students gained a boost in their English comprehension, allowing them to speak, write, and read the language more efficiently .

[22] Students who used this technology in the classroom tend to also have better study habits as well as better motivation to complete classwork[23] High School and College education departments have started relying on forms of play to better understand class material.

[25] Visual stimuli, rendered in flashes of information, showed signs of learning even when the human adult subjects were unaware of the stimulus or reward contingencies.

[27] These mediums for education include the ability to perform experiments virtually rather than in-person due to them proposing risk or health concerns.

One study conducted was focused on the understanding of electromagnetism; In comparison to a non-AR environment, AR proved to increase the students’ ability to visualize structural phenomena, reduced cognitive load, and improved motivation and self-confidence.

A large portion of the research documented is narrative-based and qualitative literature reviews, however, some suggest that it would be more accurate and credible to perform meta-analyses.

[28] A meta-analysis is in short, a way of gathering lots of individual research experiments and studying them to make more predictions on what the information tells us.

The study also backs up the previous claim that AR has a greater effect on individuals in engineering, manufacturing, and construction fields, and proves that social science understanding is not aided.

With the boom of technology and younger students being the biggest users, the learning platform has the ability to connect this generation and their smartphones to gain knowledge.

This transformation requires a fundamental rethinking of traditional teaching methods and assessment strategies to fully leverage the potential of AR technology in education.