Augmented Reality (AR) if a fascinating tools to not only explore but use in a classroom, providing a platform for integration of technology into learning situations. It is firstly important to note the difference between Augmented Reality and Virtual Reality. Augmented Reality employs real-world setting, and user control with their presence in their environment, whereas VR is completely virtual and controlled by the system and headset devices essential to its performance. (What's the difference between AR and VR?, 2020)
One program that can be used by schools and learners, to create immersive AR experiences is a service called ZapWorks.

ZapWorks Advertisement Poster | ZapWorks
A platform which aims to put the creating and management of AR projects in the user hands, whether through QR Codes, deep links or 3D environment exploration. The initial framework for this program is simple, but it can become quite complicated, and such a classroom environment may lack time for the depth it can provide, but nonetheless, it can provide inspiration and tools for students to be creative and display their ideas uniquely.

AR 'Music sounds like a Rainbow' Presentation - Scan QR to Use | Beate Mannes using ZapWorks Designer
The learning experience with Augmented Reality is really an immersive and collaborative experience, for not only students, but all people. Howe et al. (2014) explores four approaches in which Augmented reality can enhance and support learning; Constructivist, Situated, Games-Based and Enquiry-based. These four pillars are essential in keeping students engaged and exploring content at a deeper level. It also helps to inspire and foster creativity, by providing the resources and ideas to students within the items they interact with in the AR space. The display of virtual elements along real objects can reveal and display aspects that are not obvious to our eyes, such as an expanded nucleus of a cell in a science classroom.(Akçayir & Akçayir, 2017) AR also benefits from being accessible via mobile devices, compared to such technologies as Virtual Reality, which requires headset use.
Augmented Reality is an excellent way to blend the physical and digital world in student learning, and to explore and foster creativity through this combined world.
References
Akçayir, & Akçayir, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1–11. https://doi.org/10.1016/j.edurev.2016.11.002
Bower, Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented Reality in education - cases, places and potentials. Educational Media International, 51(1), 1–15. https://doi.org/10.1080/09523987.2014.889400
What's the difference between AR and VR? (2020) Tulane School of Professional Advancement. Available at: https://sopa.tulane.edu/blog/whats-difference-between-ar-and-vr#:~:text=AR%20uses%20a%20real%2Dworld,only%20enhances%20a%20fictional%20reality (Accessed: March 24, 2023).
Hi Beate,
Regarding my experience reading your blog post, I feel that your blog is significantly informative and agreeable. It can be recognised that you have introduced perspectives from academic sources to support your discussions making the blog highly valid. The blog post of yours provided informative and in-depth discussion associated with how AR works, the implementations of AR, and the features that Zapwork offers that can generate benefits that can improve students skills and learning experience.
A minor drawback I experienced was when I attempted to try out your AR design created through Zapworks, which was supposedly able to be accessed through scanning the QR code you displayed on your blog post. However, when I tried a notification of…
Hi Beate, your post on AR technology was really eye-opening. It made it easy to read and understand it when you first initially broke down the major misconception between AR and VR. I think your point about the restriction of time is the harsh reality of what teacher experience thus leading to us not wanting to implement these great technologies in the classroom. It would be insightful to see if you had a possible solution to overcome this, maybe a little introductory video students need to watch before class that way they are prepared for the lesson. Unfortunately, I was unable to connect to your ZapWorks design but it is great to see that you have used it in a…