**1. Introduction**

Technological innovations in the information society have a profoundly transformative impact and significantly change the way people and companies carry out their activities.

According to [1], among the leading technological trends for 2020 is extended reality (XR). This new term encompasses several popular technologies-virtual, augmented and mixed reality-that guarantee immersive experiences. They blur the boundaries between the digital and physical world. The digital world is not just a reflection of the physical environment where people live and work, but it complements the real world with new, more personalized and sensitive sensations. The connection between real and virtual is becoming increasingly narrow and inextricable.

Virtual reality completely immerses users in the digital world, detaching them from the surrounding reality. Augmented reality mixes the real-world physical environments and computer-generated virtual objects and enhances users' perceptions of reality. Mixed reality offers a new environment where physical and virtual objects exist and interact in real time [2].

Augmented reality directly engages and provokes user interaction with both the real-world objects around them and the generated and provided virtual content.

Users can use different devices such as smartphones, tablets and wearable devices to view the content that augments physical world.

The world is keenly interested in augmented reality and the technology is expanding into different areas. More and more people, working in the field of education, are setting the question whether it is possible to use augmented reality as an effective tool to realize the ideas of new pedagogical paradigms and engage the learners' attention. This question is provoked by the effect and success of the game Pokemon Go, which is the most striking example of the application of augmented reality. It was the game that made the technology popular and put it in the public spotlight.

Education is constantly changing to keep up with the trends in society. The main reason for changes is not emerging or improved technologies, but the new learners with their specific needs and requirements. Technologies are just tools to create the necessary learning environment where the training can be carried out in the most efficient way.

Augmented and virtual realities create conditions for the realization of the ideas of the immersive learning. Immersive learning supposes that learners acquire new knowledge and skills in an environment rich in sensations, perceptions and emotions. The major benefits of augmented reality are connection and interaction between all participants in the learning process, physical objects and virtual content.

Increasingly, augmented reality-based educational applications are being offered on the educational application market. Their goal is to engage learners' attention, enhance their participation in training and help the perception of abstract scientific concepts by specifying and connecting them to the real world.
