**3. Augmented reality: an innovative learning tool**

Recently, augmented reality is a popular tool used in various fields of business, advertising and tourism. There are many examples of successful augmented realitybased campaigns. Some companies choose this technological approach to increase their sales, attract more customers and guarantee their social presence. Others use augmented reality to create a personal and emotional connection between the products and services they offered and potential and actual customers. Some companies rely on unforgettable authentic experiences that can be offered to consumers through augmented reality applications and subsequent positive results from such campaigns.

Augmented reality can improve the perception of the surrounding real world with new sensations and perceptions, which is a prerequisite for a better understanding of the physical world [6]. This is of utmost importance for the education sector. Augmented reality makes possible learning in the real world and changes the way learners interact with the objects around them.

Present-day digital learners, on the other hand, are keen to use technologies from their daily lives in the learning process. Like any technology that is able to engage learners' attention and provoke their interest and activity, augmented reality is a subject of interest for teachers.

The main questions that should be asked in an emerging idea of implementing new technologies in education are as follows:


### **3.1 Why to use augmented reality in education?**

The concept of immersive learning has become more and more relevant in recent years. Immersive learning is a theory based on the use of technologies and technical tools to create an educational environment, where learners are immersed in new worlds, learn through different perceptions and senses and have first-person experiences [7]. The idea is to place learners in new situations or environments that offer different sensations and experiences and create conditions for more curious and motivating learning. Technologies that help realize the ideas of immersive learning are virtual reality and augmented reality.

With augmented reality, the training is carried out in a different type of learning environment, with opportunities to enrich the learning content and acquire new skills and competences.

The technology creates conditions for building a new type of learning environment that combines reality and the virtual world. The boundaries between them are blurred and a united learning space is created that is rich in possibilities, perceptions and sensations and offers new ways of acquiring knowledge and skills [7]. Learners are placed in an authentic learning environment and provided with a real-world experience [8, 9]. Every real object is enriched with dynamically changing information. Learners may receive additional information that depends on their specific actions with objects and each interaction can cause a different reaction, which can be a source of new knowledge for them [10]. The interaction with real and virtual objects is a way to realize active learning.

Learners can interact, explore and experiment with virtual objects, discovering their properties and behavior-something that is not always possible in the real world or is not safe. There are many examples of using augmented reality in training-from studying the structure of molecules and atoms, exploring the universe, the planets and the Earth, to acquiring knowledge for the structure of the human body and the functioning of human organs and systems. Learners are active participants who take control of the interaction with digital content in real time. They have the ability to take decisions and actions in order to achieve the learning objectives [7]. Such kind of learning approach can facilitate the understanding of abstract or complex concepts through their concretization [11, 12]. At the same time, it provokes imagination and creativity and increases the learners' interest and motivation.

In a hybrid learning space, learners can interact not only with the real objects and the digital content that augments them but also with other participants [7]. The learning environment allows the implementation of some of the approaches of modern smart pedagogy, where learners are active, motivated and engaged participants-learning by doing, applying a research approach to training and working in a constructivist environment, context-based learning.

Today's learners are digital learners. They were born and live with technologies and prefer to study in the digital environments. Most of them spend more and more time using various electronic devices mainly for chat or games. A serious problem with the reluctance of young people to read books and textbooks is arising. Parents and teachers face difficult questions about how to encourage teens to read more. Integrating augmented reality to traditional books can help solve the problem and generate engagement and fun in reading.

The integration of augmented reality technology and traditional books creates the so-called augmented books. They look like traditional books, but when readers point their smartphones or tablets to pages, the content comes to life. 3D models, video, audio, animations and interactive elements appear. Through technology, print materials are enriched with digital multimedia information, which can make learning content easier to read and more engaging.

Augmented reality supports the acquisition of practical skills and experience through training in a mixed environment and simulations. To be prepared for the real world, learners must have not only knowledge but also practical skills and experience. Augmented reality applications allow them to actively develop their skills by working, manipulating and experimenting with both virtual objects and 3D models of real objects. Augmented reality helps different situations and problems of practice to be recreated, which resolved by learners leads to the acquisition of practical skills and experience.

The ability to manage their own learning stimulates and motivates learners. They can discover new properties and behavior of objects and processes, following

**19**

*The Immersive Power of Augmented Reality DOI: http://dx.doi.org/10.5772/intechopen.92361*

its orientation toward digital learners' needs.

**3.2 How to use augmented reality in education?**

content-devices that learners use every day.

of new pedagogical paradigms.

with it.

applications.

learning [15].

his knowledge.

*3.2.1 Augmented textbooks*

their individual research approach. Augmented reality is a technology that is able to inspire learners, spark their interest, stimulate their creativity and curiosity, create positive emotions and attitude to the learning, and enhance their motivation. These are the necessary prerequisites for a positive change in the educational process and

Augmented reality is a promising technology that has its place in education. The listed benefits make it a preferred tool for both teachers and learners. The technology enables innovative forms of training and learning, and supports the realization

Augmented reality also has some disadvantages that must be taken into account in order to use technology in the best possible way in education. The technology requires the availability of smart devices, which can put learners in an unequal position. Technical problems of different nature are possible, caused by device camera malfunctions, lack of high-speed Internet connection as well as software issues. On the other hand, it is possible that augmented reality applications may distract and divert the learners' attention from the learning materials and cause undesirable reactions and results. Developing appropriate educational applications is a difficult process. It takes time and resources and requires an innovative approach to present virtual content as well as to choose tools and approaches to access and interact

Augmented reality can be integrated in different ways in training. It can be used to create augmented textbooks or to develop augmented reality educational

Nowadays, interactive books are very popular because they make reading an

Augmented textbooks have a significant advantage over other e-textbooks. People can read them as traditional books, but at the same time, they have an access to additional interactive digital content. There is no need to buy special equipment to use them since a smartphone or tablet is required to visualize integrated digital

Augmented reality gives new dimensions to traditional textbooks, which many digital learners consider being boring. The technology can turn textbooks into an interactive tool that engages learners, motivates them to read and learn, as well as entertains them. Much more learning content can be included in augmented textbooks that exceeds the requirements of the curriculum. The additional content is accessible to anyone who has the need or desire to deepen

Augmented book is a traditional (paper) book with additional virtual content, which is accessible through appropriate hardware and software tools [13]. The augmented books enhance the traditional ones with interactive visualizations, animations, 3D models, and audio and video materials. All these multimedia components improve reading and engage readers' attention [14]. A very important feature of augmented textbooks is that they allow learners to interact with virtual content, explore and make experiments, which guarantee active learning, better and easier perception and understanding of complex and abstract concepts. They can have a positive impact on learners' achievements and attitude toward their own

active process. Augmented books are a subtype of interactive books.

### *The Immersive Power of Augmented Reality DOI: http://dx.doi.org/10.5772/intechopen.92361*

*Human 4.0 - From Biology to Cybernetic*

objects is a way to realize active learning.

constructivist environment, context-based learning.

learning content easier to read and more engaging.

generate engagement and fun in reading.

practical skills and experience.

skills and competences.

With augmented reality, the training is carried out in a different type of learning environment, with opportunities to enrich the learning content and acquire new

The technology creates conditions for building a new type of learning environment that combines reality and the virtual world. The boundaries between them are blurred and a united learning space is created that is rich in possibilities, perceptions and sensations and offers new ways of acquiring knowledge and skills [7]. Learners are placed in an authentic learning environment and provided with a real-world experience [8, 9]. Every real object is enriched with dynamically changing information. Learners may receive additional information that depends on their specific actions with objects and each interaction can cause a different reaction, which can be a source of new knowledge for them [10]. The interaction with real and virtual

Learners can interact, explore and experiment with virtual objects, discovering their properties and behavior-something that is not always possible in the real world or is not safe. There are many examples of using augmented reality in training-from studying the structure of molecules and atoms, exploring the universe, the planets and the Earth, to acquiring knowledge for the structure of the human body and the functioning of human organs and systems. Learners are active participants who take control of the interaction with digital content in real time. They have the ability to take decisions and actions in order to achieve the learning objectives [7]. Such kind of learning approach can facilitate the understanding of abstract or complex concepts through their concretization [11, 12]. At the same time, it provokes imagination and creativity and increases the learners' interest and motivation. In a hybrid learning space, learners can interact not only with the real objects and the digital content that augments them but also with other participants [7]. The learning environment allows the implementation of some of the approaches of modern smart pedagogy, where learners are active, motivated and engaged participants-learning by doing, applying a research approach to training and working in a

Today's learners are digital learners. They were born and live with technologies and prefer to study in the digital environments. Most of them spend more and more time using various electronic devices mainly for chat or games. A serious problem with the reluctance of young people to read books and textbooks is arising. Parents and teachers face difficult questions about how to encourage teens to read more. Integrating augmented reality to traditional books can help solve the problem and

The integration of augmented reality technology and traditional books creates the so-called augmented books. They look like traditional books, but when readers point their smartphones or tablets to pages, the content comes to life. 3D models, video, audio, animations and interactive elements appear. Through technology, print materials are enriched with digital multimedia information, which can make

Augmented reality supports the acquisition of practical skills and experience through training in a mixed environment and simulations. To be prepared for the real world, learners must have not only knowledge but also practical skills and experience. Augmented reality applications allow them to actively develop their skills by working, manipulating and experimenting with both virtual objects and 3D models of real objects. Augmented reality helps different situations and problems of practice to be recreated, which resolved by learners leads to the acquisition of

The ability to manage their own learning stimulates and motivates learners. They can discover new properties and behavior of objects and processes, following

**18**

their individual research approach. Augmented reality is a technology that is able to inspire learners, spark their interest, stimulate their creativity and curiosity, create positive emotions and attitude to the learning, and enhance their motivation. These are the necessary prerequisites for a positive change in the educational process and its orientation toward digital learners' needs.

Augmented reality is a promising technology that has its place in education. The listed benefits make it a preferred tool for both teachers and learners. The technology enables innovative forms of training and learning, and supports the realization of new pedagogical paradigms.

Augmented reality also has some disadvantages that must be taken into account in order to use technology in the best possible way in education. The technology requires the availability of smart devices, which can put learners in an unequal position. Technical problems of different nature are possible, caused by device camera malfunctions, lack of high-speed Internet connection as well as software issues. On the other hand, it is possible that augmented reality applications may distract and divert the learners' attention from the learning materials and cause undesirable reactions and results. Developing appropriate educational applications is a difficult process. It takes time and resources and requires an innovative approach to present virtual content as well as to choose tools and approaches to access and interact with it.

## **3.2 How to use augmented reality in education?**

Augmented reality can be integrated in different ways in training. It can be used to create augmented textbooks or to develop augmented reality educational applications.
