While AR has existed in various forms for quite some time now, it has yet to be fully embraced as an assistive tool for learning. The usage of AR has be inserted in many subjects i.e., 3D representation of cells in biology, displaying molecular structures in chemistry, and solving puzzles at museum exhibits in history. Although previous studies such as these show that AR systems can potentially improve learning, both the educational and technological communities remain unclear on the usefulness of AR and if it is more effective than other educational tools.

AR technology offers great promise by leveraging the unique blending of real and virtual worlds to produce new educational opportunities. Some of these opportunities could potentially provide rich, contextualized learning for understanding concepts related to abstract learning content. In learning, AR experiences could increase motivation, engagement and a give positive impacts to the cognitive process if it is well designed verses using print, desktop software or other technologies.

Therefore this research aims to:

  • Quantify the benefits of AR in STEM education beyond initial novelty effects
  • Understand and mitigate potential disadvantages in utilizing AR to achieve learning outcomes.
  • Identifying unique benefits and challenges of AR experiences in K-12 education.
  • Examine the potential of augmented reality (AR) in the classroom to effectively teach abstract concept

Select Publications

  • TeAirra Brown‡, & Joseph L. Gabbard, (2016) "Utilization of Cognitive Styles and Personalized Augmented Reality to Advance K-12 Learning Outcomes".  International Conference on Advanced Learning Technologies (ICALT)
  • TeAirra Brown‡, & Joseph L. Gabbard, (2016) "Augmenting Mathematical Education for Minority Students". American Society for Engineering Education (ASEE)
  • TeAirra Monique Brown‡ & Joseph L. Gabbard, “Interactive Learning Methods: Leveraging Personalized Learning and Augmented Reality”, In Proceedings 18th International Conference on Interactive Collaborative Learning, 2015 World Engineering Education Forum, pp. 38-38. Florence, Italy | 20-24 September 2015.

Handheld AR for Interactive Self-Paced Discovery

Handheld AR for Interactive Self-Paced Discovery
Handheld AR for Interactive Self-Paced Discovery

Gamification Methods for Group Learning

Gamification Methods for Group Learning
Gamification Methods for Group Learning

Tangible Interaction and Tablet based AR

Tangible Interaction and Tablet based AR
Tangible Interaction and Tablet based AR