**1. Introduction**

Today, rapid changes and advances in science and technology affect and change the lifestyle of individuals. Apart from individuals, it is not possible for the education process and educational environments not to be affected by this change [1]. When the technologies used in educational environments from the past to the present are examined, it is seen that there is a transformation from blackboard and chalk to the computer and internet world, even to smart technologies with artificial intelligence. Especially in recent years, computer and internet technologies have had such a wide area of use in our lives that it was unthinkable for education services to be left out of the field [2].

The definition of today's learners as Z generation and/or digital generation and their characteristics require educators to follow technological developments and use the most appropriate technological tools in learning environments. One of these new technologies is augmented reality applications in education. When the literature is examined, there are many definitions of the concept of augmented reality made by researchers. Some of these definitions:

Augmented reality according to Milgram and Kishino [3]; "it is a reality environment where digital media products are used instead of real world objects" appears to be the most general definition. According to Azuma [4], augmented reality is a derivative of virtual reality. According to this definition, augmented reality is virtual environments in which existing reality is supported, not created from scratch. In this context virtual and real objects in augmented reality environments offered to users in harmony. Augmented reality creates the interactive environment between the virtual and real world. Augmented reality is used to achieve this [5, 6]. When the definitions in the literature are examined, as a common definition; augmented reality can be defined as real worlds enriched using virtual objects.

When the important areas where Augmented Reality (AR) Technology is used are examined;


With the rapid development of Augmented Reality applications day by day, usage areas in many sectors are starting to increase. Major brands have started to give importance to providing a more realistic and embodied experience to their customers by using Augmented Reality (AR). This technology, which appears in many fields such as cosmetics, automobiles, construction, food, combines the virtual world with real life. Identifying target audiences, tracking and using technology in brand awareness and sustainable marketing is now vital for companies. The most importantly, companies from the public or private sector invest on enhanced technology in order to better promote or market their services/products and need talented people/firms in this field. In this context, augmented reality applications offer these services to businesses with technology support.

Although augmented reality applications are used in many areas, the most important of these areas is the field of education. New opportunities offered by AR technology for education have started to attract the attention of educators over time [7]. When these new opportunities and advantages are evaluated [8–11]:

• to provide students with more flexible and interesting learning environments,


When the augmented reality technologies, which are frequently used in the field of education, are examined, **wearable technologies** draw attention. Wearables are loaded with smart sensors that track body movements. Usually these products use bluetooth, Wi-Fi and mobile internet connection to sync with smartphone wirelessly. Users are connected to wearable devices with the help of sensors. Wearable technology products that are always with the user; it provides important services in many areas, especially in entertainment, health, work, information, education, socialization and security.

Wearable technologies in the field of education are used in learning-teaching environments. Modern visualization techniques help students explore existing educational resources and new knowledge (**Figure 1**) [12].

Wearable technologies frequently used in education:


**Figure 1.** *Wearable technologies the past and present and future.*


These tools, which can also be named as wearable computers in the literature, reveal a commensalistic relationship between human and computer however, the daily life of the individual has a structure that enriches their experience [13]. From smart watches to wristbands, sensor accessories such as rings and necklaces, virtual reality glasses, Google Glass project and derivative smart glasses, as well as smart optical lenses and headphones, many things can be shown among wearable technologies [14].

When the programs that enable the use of AR technologies in education are considered:


In the light of all this information, the purpose of this chapter; the use of augmented reality environments and applications in the field of education, the programs and technologies used in this context, and the researches are discussed in detail.

The new normal situation, especially with the pandemic process, also creates an opportunity for more educators to try new generation technologies (VR and AR technologies) beyond video and teleconferencing applications. It is predicted that such research studies will be important so that educators realize the benefits of these technologies and use them actively in learning environments.
