Thursday, October 18
10:15 AM-12:45 PM
Las Vegas Ballroom 1

Workshop 7: Introducing A Cost-Efficient Approach to Design Effective Augmented Reality Learning Experience in K-12 Classrooms through Using Free Applications

Workshop ID: 53747
  1. aaa
    Xinyue Ren
    Ohio University

Abstract: The workshop aims to introduce how to efficiently develop and design augmented reality (AR) learning experience in K-12 classrooms by using free mobile applications. Due to the popularity of AR tools in today’s society, many studies have indicated the effectiveness of integrating AR tools in K-12 classrooms to enhance students’ learning experience and outcomes in various subject areas (Bacca et al., 2014; Kurubacak & Altinpulluk, 2017). Although there is a trend of using AR in classes, because of lack of financial support or training on how to create AR learning experience in a low-cost manner, many K-12 school teachers could not take advantages of the affordances of AR technologies in their classrooms to benefit their students (Kurubacak & Altinpulluk, 2017). Thus, the 3-hour workshop will provide K-12 teachers and teacher candidates an opportunity to understand the current trends of AR technologies, affordances of AR in K-12 classrooms, and free AR creation applications. Finally, the intended audience will have hands-on experience of planning their AR lessons and developing AR learning materials on a free mobile application. The audience is expected to know about the cost-efficient way of developing AR materials and reconsider the benefits of adopting AR in their classrooms.


The objectives of the workshop: By the end of this workshop, the intended audience is expected to: 1. Be able to learn about the characteristics of augmented reality (AR); 2. Be able to distinguish AR from other immersive technologies; 3. Be able to recognize different AR tools and free applications that can potentially be applied to different subjects; 4. Be able to realize the current trends of AR integration in K-12 classrooms; 5. Be able to value the affordances of AR tools in enhancing their students’ learning experience; 6. Be able to reconsider their perspectives about the role of AR technologies in their classes; 7. Be capable of designing AR lesson plans in their subject areas; 8. Be capable of creating AR materials by using a free mobile application.

Topical Outline

Session One: Presentation (40 minutes in total) 1. Introduction and overview 1.1 introduction 1.2 learning objectives 2. Augmented reality (AR) and other technologies 2.1 definition of AR and examples 2.2 introducing other immersive learning technologies (different Rs) 2.2.1 virtual reality (VR) 2.2.2 mixed reality (MR) 2.2.3 cinematic reality (CR) 2.2.4 extended reality (XR) 2.2.5 other Rs (including real reality (RR) and quick response code (QR)) 2.2.6 summary 3. Two types of AR 3.1 location-based 3.2 marker/trigger-based 4. AR in daily life 5. The current trends of AR integration in K-12 classrooms 5.1 science education 5.2 humanities and arts 6. Why AR? (affordances of AR in education) 6.1 contextualized learning 6.2 student-centered learning 6.3 visualization 7. AR tools in education 7.1 low-tech (AR apps and websites) 7.2 high-tech (expensive AR tools, such as HoloLens) 7.3 free apps Session Two: Hands-on Activities (2 hours in total) 1. Group activity: AR lesson planning (1hour) 1.1 AR lesson planning guide 1.2 design and develop your own AR lessons 1.3 discussion 2. Creating AR learning materials by using HP Reveal (1 hour) 2.1 introducing HP Reveal 2.2 providing instructions and demonstration on how to use the application and the website to create AR learning experience 2.3 developing your own AR learning materials 2.4 discussion Session Three: Summary and Evaluation (20 minutes) 1. Summary and review 2. Questions and comments 3. Evaluation


No special skill is needed, but the audience is expected to know about basic technology skills.

Experience Level



I am a Ph.D. candidate in an Instructional Technology program with specializations in emerging technologies, augmented and virtual reality, online learning and teaching, mobile learning, open education, and instructional design. I made contributions to the field of educational technology. For example, I have done extensive studies in the field of instructional technology and presented my research on many international academic or professional conferences in the past few years. I have worked on various kinds of instructional design projects, including library student worker training, “coding for kids” program, open educational resources workshop, alternative textbook project, ISTE standard curriculum project, AR tools workshop, and museum customer service training. I also took participated in an international instructional design competition and became one of three finalists. Moreover, I served as a reviewer for an edited onboarding volume and different academic conferences, including AECT (Association for Educational Communication & Technology), E-Learn, TESOL International Convention, and a regional EdTech conference. I was also invited to offer the AR tools in K-12 classrooms workshop during a Summer Technology Teacher Institute in 2018. The institute aimed to provide a professional development opportunity for PK-12 teachers, teacher educators, and teacher candidates in the state. I provided a workshop for a group of 20 PK-12 teachers during the institute and received positive feedback during evaluation.


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