
The field of education has always embraced changes and has always searched for ways or methods to improve the pedagogical act. Technology has become an important support for both teachers and students. Therefore, new ways to use technology in education have started to emerge. Augmented reality is one of the promising options for current trends. Thus, this paper has the goal to create an exhaustive overview of how augmented reality can be used in order to create a more qualitative educational act. Firstly, this study will briefly define the term and present a short history of the evolution of the concept, as well as the most important advantages and disadvantages. Secondly, the paper will focus on developing applications based on augmented reality, analyzing the eight most relevant frameworks at the present moment. The frameworks will then be compared based on general and more advanced capabilities. Overall, the contribution of this paper to the literature is based on offering a complete overview of the way that augmented reality can be used to build applications that can be integrated into the educational act.
TK7885-7895, education, Computer engineering. Computer hardware, framework, education 4.0, digitalization, augmented reality, Bibliography. Library science. Information resources, Z
TK7885-7895, education, Computer engineering. Computer hardware, framework, education 4.0, digitalization, augmented reality, Bibliography. Library science. Information resources, Z
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