2_Introduction

=Introduction=

Immersive media is bringing many new opportunities for engaging students in a virtual environment. According to Bronack (2011) available technologies include simulations, games, virtual worlds, and augmented reality. Each technology engages students through immersing them into another environment, and each is useful in different scenarios. Simulations can be used when students do not have access to live practice, games can be used to teach through playing, and virtual reality can be used to engage students on a social level. While there are a variety of uses for augmented reality education is taking advantage of the available opportunities to enhance student learning through the addition of augmented reality to courses. According to Bronack (2011), “An increasing number of educators are integrating immersive media into core course offerings. Virtual worlds, serious games, simulations, and augmented reality are enabling students and instructors to connect with content and with one another in novel ways” (p 113). Augmented reality brings a greater depth to the learning environment. Vilkoniene (2009) states, “Augmented reality is created putting into practice the display of a computer which affects the user’s senses and provides additional information” (p 37). It blends the virtual world with real world experiences to provide an experience that is close to reality. Vilkoniene (2009) goes on to explain that in augmented reality participants acquire information through several sensory channels. Participants are able to receive information through the sense of hearing, seeing, and touching. Augmented reality provides information through multiple sensory channels making it an engaging experience that is conducive for learning.

media type="custom" key="15648538"