International Research Journal of Engineering and Technology (IRJET)
e-ISSN: 2395-0056
Volume: 12 Issue: 10 | Oct 2025
p-ISSN: 2395-0072
www.irjet.net
ROLE OF AUGMENTED REALITY IN THE FIELD OF EDUCATION Shruti Dalela1, Mamta Chauhan2 1Assiatant Professor, Dept. of computer Science, Vijaya Raje Girls P.G. College Morar, Gwalior, M.P. India
2Assiatant Professor, Dept. of computer Science, Vijaya Raje Girls P.G. College Morar, Gwalior, M.P. India
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Abstract - Students will be able to comprehend and
being in the virtual environment. Students simulate themselves in that environment by wearing the VR tools like Boxes[2]:
communicate more clearly with the help of the immersive technologies i.e. Virtual Reality (VR) and Augmented Reality (AR). Emerging technologies like VR and AR are notable examples because of their quick development,3D and 4D techniques. These techniques replace the traditional method of teaching to the digital method of teaching. The aim of this technologies in the field of education to simulate the student and the teacher in the digital world and to enhance their skills. For product demonstration education, these VR and AR techniques are used. VR and AR designers must re-evaluate the fundamentals of interactions between humans and computers. In this paper AR technologies are used for the creation of educational aids and their implementation.
1.2 Augmented Reality (AR) Augmented Reality (AR) is a combination of technologies that overlays virtual information in a real-world environment in real-time. The technology of AR was first deployed in the aviation part for teaching aviators. In AR digital objects are placed in real environment [2].
2. Objectives The main objective of the present paper is
Key Words: Virtual Reality, Augmented Reality, Information and Communication Tool
To implement these technologies in the field of education to foster experiential and autonomous learning in learners and also make the teacher skill oriented.
To increase the motivation
1.INTRODUCTION The concept of VR and AR in E-learning promotes interactivity. Through VR and AR, students would be better able to comprehend and communicate. It allows users to not only see what is being presented to them but also interact with it[1].The use of AR encourages self-directed learning, creativity, and problem-solving, as learners can explore topics at their own pace and from multiple perspectives. Educators can also design innovative lesson plans that incorporate real-world scenarios, bridging the gap between theoretical knowledge and practical application.
3. Methodologies: Implementation of AR Tools
and Techniques in Education
The methodology for integrating Augmented Reality (AR) in educational contexts involves selecting appropriate tools and applying effective AR techniques to enhance learning outcomes. The approach focuses on both content creation and interactive deployment, ensuring that students can engage meaningfully with educational material.
In the long term, AR has the potential to become a standard tool in classrooms, contributing to the evolution of digital learning environments and paving the way for technologies such as the Metaverse, where education can be experienced in fully immersive virtual settings.
1. AR Tools Used A variety of AR tools were utilized to develop interactive educational experiences:
AR is increasingly being implemented in college and school laboratories, providing practical, hands-on experiences without the limitations of physical resources. This allows students to conduct experiments, observe phenomena, and interact with virtual equipment in a safe and controlled environment.
Smartphone Apps: Mobile AR applications were used to deliver interactive content directly to students’ devices, providing accessibility and ease of use.
Unity AR: Unity was employed for creating interactive 3D educational modules, such as virtual simulations and gamified learning experiences.
Adobe Aero: This tool facilitated the creation of AR experiences without extensive programming, suitable for designing visually engaging lessons.
1.1 Virtual Reality (VR) The technical content and artistic charm of VR tools to create the 3600 videos inspire people to create the more and more interactive application. VR gives the feeling to the user of
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