Matthew Ramirez has five tips to get started with AR in higher education:

  1. “Consider the application: AR works especially well where it is difficult to expose students to real-life environments. …
  2. Simplify the subject material: If you work in a maths or science discipline you might not think AR is applicable to you, but actually it’s an excellent conduit for conveying abstract concepts. Using interactive visual simulations can better articulate complex themes that have no frame of reference in users’ minds. …
  3. Visualise your users: Think about who will be using the app and what learning environments they are used to. AR can be beneficial in very visual subjects … Students are more likely to embrace technology when it feels natural and transparent, and is aligned to what they are used to doing.
  4. Use resources you already have: The first question you should ask is: ‘What assets do I have that could be repurposed for my AR project?’ …
  5. Test your ideas: Initial feedback might have told you that your student group is receptive to working with AR, but if you fail to consult them during the development cycle you could deliver something that is a long way removed from what they were expecting. Whatever you are creating, it is hugely important to test with a pilot group, ensuring the students find the solution useful and effective (and hopefully enjoyable too).”
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