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Augmented Reality Games: Using Technology on a Budget

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Science Scope Volume 36, Number 3, ISSN 0887-2376


As smartphones become more ubiquitous among adolescents, there is increasing potential for these as a tool to engage students in science instruction through innovative learning environments such as augmented reality (AR). Aligned with the National Science Education Standards (NRC 1996) and integrating the three dimensions of "A Framework for K-12 Science Education: Practices, Crosscutting Concepts, and Core Ideas" (NRC 2012), this article describes how to develop AR games for the classroom and provides an example as a model. Through game-based teaching and learning and AR, students will learn 21st-century skills that are important to the future of this country's scientific and technical understanding. (Contains 4 figures.)


Annetta, L., Burton, E.P., Frazier, W., Cheng, R. & Chmiel, M. (2012). Augmented Reality Games: Using Technology on a Budget. Science Scope, 36(3), 54-60. Retrieved May 6, 2021 from .

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