
 
4.3 Augmented Reality  
The overlay of virtual objects in real life is called 
augmented reality. Objects can be shown to users 
using common tools such as computer screens, 
mobile phones, or emerging technology such as 3D 
glasses. 
The use of mobile phones to augment reality is 
an extremely promising tool for education (Figure 
3). The technology is already used frequently for 
social needs, such as finding a restaurant or home 
for sale.  The requirements of an internet connected 
phone with built-in camera are increasing common.  
As with other emerging social applications, the 
educational use in these tools is lacking. 
 
Figure 3: View the Berlin Wall using the Layar augmented 
reality browser. Courtesy of Layar Press Kit. 
4.4 Virtual Worlds  
The utilization of virtual worlds in education has 
gained a small and dedicated following. With a high 
technology requirement and time-consuming 
development process, the application in education 
has not moved into the main stream.   
Although virtual worlds are used as social 
spaces, expected improvements in the next few years 
will increase the integration of virtual learning in 
higher education. The recent development of 
browser-based virtual worlds now opens up the 
possibilities to take the virtual into the social.  
Virtual worlds will be able to run on mobile devices 
and computers without the installation of specific 
software. In addition to increases in accessibility, 
virtual worlds are now able to include “real” 
elements in the virtual environment. The new Mesh 
import allows for the integration of realistic objects 
using design software.   
The renewed interested in open source virtual 
worlds may address the time and cost associated 
with creating a unique space. The software can be 
run by university technical support for a minimal 
cost, with the major fees associated with design of 
purchase of a pre-made objects. 
5 CONCLUSIONS 
Extended learning has the potential to excite 
students and reach them where they live and work.  
Higher education institutions that fully embrace this  
model of learning in and out of the classroom, will 
lead the field in a now consumer drive education 
market. 
As with other types of technology enabled 
learning environments, best practices must lead the 
way.  Faculty need training and support in 
innovative modes of teaching, in addition to time for 
curriculum development.  This process can be 
accelerated by providing technology tools for faculty 
to use in their own social lives, therefore providing 
real-world training.   
Lack of student access to technology cannot be 
used as a reason to dismiss emerging technology in 
coursework.  Rental units and state-of-the-art rooms 
on campus can alleviate access issues for some 
students.  
The students are ready and waiting for educators 
to connect with their lives outside of the classroom.  
It is now in the hands of administrators and faculty 
to seize the opportunity for increased learning and 
engagement. What are you waiting for? 
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Howe, N., & Strauss, W., 1991. Generations: The history 
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