1 of 28

Does Augmented Reality (AR) �Makes Sense�in Your Classroom

Augmented reality in the K–12 classroom · Dominican University

​

Dane Lancaster

Pedagogy First. Technology Second. Students Always

2 of 28

AR, VR, MR: same family, different methods

2

Real world

Fully virtual

AR

Augmented reality

Digital objects layered on the real world, seen through a phone, tablet, glasses or Chromebook or PC

In class: A 3D heart on a MERGE Cube

MR

Mixed reality

Digital objects anchored in the real room that you can reach out and work with in a headset or glasses

In class: A molecule pinned to the lab bench in a Quest 3

VR

Virtual reality

A fully virtual world that replaces your surroundings, seen through a headset

In class: Walking through an ancient city

After Milgram & Kishino’s reality–virtuality continuum (1994).

3 of 28

Integrating AR into Your Curriculum

Curriculum alignment:

    • Ensuring AR activities align with learning objectives.

Student exploration:

    • Encouraging students to explore AR content independently or in groups.

Project-based learning:

    • Incorporating AR into student projects and presentations.

4 of 28

5 of 28

The real problem: it’s how we teach it

5

The problem isn’t just the content.

Traditional methods, like textbooks, lean almost entirely on the cognitive learning system. That’s a mismatch with how a young brain learns, because this system is the last to fully develop.

“

The prefrontal cortex, the seat of cognitive learning, is not fully developed until one is in their early 20s. We are placing a large burden on young learners when educational tools target the cognitive system exclusively.

6 of 28

Learning happens in the body, not just the head

6

Embodied learning

We understand some ideas better when our bodies take part in the thinking: through gesture, movement, and physical action.

Gesture

Pointing and tracing a path helps students reason about space and motion

Movement

Walking around a model or acting out a process builds a mental model

Perspective

Seeing an object from many sides replaces hard mental rotation

7 of 28

The science: why moving helps thinking

7

Thinking uses the body’s systems

Brain areas for perception and action also help us understand ideas

Barsalou (2008)

Gesture lightens the load

Gesturing while explaining frees working memory for the problem itself

Goldin-Meadow et al. (2001)

Physical experience sticks

Physics students who held a spinning wheel outscored those who only watched

Kontra et al. (2015)

Design principle: the more the movement matches the concept, the stronger the learning. Rotating a Moon model teaches orbits; tapping a button doesn’t.

Barsalou (2008) · Goldin-Meadow et al. (2001) · Kontra et al. (2015) · Johnson-Glenberg (2018). Full citations in speaker notes.

8 of 28

Principles of embodied learning

8

1

Active, not passive Students move and manipulate; they don’t just watch

2

Matched movement The action mirrors the idea, like tracing an orbit for an orbit

3

Multisensory Seeing, touching, hearing, and moving work together

4

Shared space Groups point at one object and build ideas together

5

Reflect and connect Talk links the physical experience to the abstract concept

Why it’s effective

Frees working memory for the hard part

Builds richer, longer-lasting memories

Grounds abstract ideas in concrete experience

Sparks attention, talk, and peer correction

Adapted from Lindgren & Johnson-Glenberg (2013), Educational Researcher 42(8), 445–452, and the studies on the previous slide.

9 of 28

Today’s goal: leave with a framework for a plan

9

1

Explain

Tell AR, VR, and MR apart, and understand why embodied learning makes AR useful

2

Decide

Use a four-question filter to judge when AR is worth the class time

3

Plan

Think about a before / during / after plan for one AR moment in your curriculum

Roadmap

1 Define

2 Why it works

3 Decide

4 Model

5 Your turn

10 of 28

11 of 28

Where AR fits: hold it, turn it, walk around it

11

Hold it

The model sits in the student’s hands, not on a slide

Turn it

Students rotate to see the side that matters

Walk around it

Groups circle the table and compare views

In a real classroom

  • 5th grade students circled the table to see the models from new angles
  • They pointed and gestured with the cube to explain their thinking
  • The shared model sparked debate and peer correction, like whether the Sun rotates

Mansour, Aras, Kleine Staarman & Alotaibi (2025), Education and Information Technologies 30, 8245–8275.

12 of 28

Design for every learner: AR through a UDL lens

12

Universal Design for Learning (UDL) is a framework for designing lessons with flexible options from the start, so every learner can access, engage with, and show their learning.

Engagement

The why

AR move: Curiosity and choice: students explore the model and raise their own questions

Representation

The what

AR move: A 3D view students can manipulate, alongside text, diagrams, and talk

Action & Expression

The how

AR move: Students show understanding by demonstrating, narrating, or recording on the model

AR is one more way in, never the only way.

CAST (2024). Universal Design for Learning Guidelines version 3.0. udlguidelines.cast.org

13 of 28

Pedagogy first: start with the standard, not the app

13

Standard

What must students learn?

Learning goal

What will they be able to explain or do?

Student task

What will they actively do to get there?

Tool

Only now: what tool best supports that task?

Don’t use AR for the sake of AR.

If the lesson works just as well without it, skip it.

14 of 28

Is AR worth it here? Four questions

14

1

Is it spatial or 3D?

Shape, structure, or position matters to understanding

2

Is it hard to see?

Too big, too small, too far away, invisible, or rare

3

Do text, lecture, and video fall short?

Students keep the misconception after the usual approaches

4

Will students do something with it?

They predict, explain, compare, or argue using the model

Mostly yes? AR may earn its place. Mostly no? Use a diagram, demo, or physical model instead.

15 of 28

Find the moment in your curriculum

15

Misconceptions

Where do students hold onto a wrong idea year after year?

Example: “Earth’s shadow causes Moon phases”

Hard to picture

Where do students struggle to see what you describe?

Example: A 5,000-year-old clay tablet they’ll never hold

Standards verbs

Which standards ask students to model, visualize, or trace?

Example: NGSS MS-ESS1-1: “Develop and use a model”

Start with one lesson, not a whole unit.

16 of 28

Examples of AR in Education

Science:

    • Exploring the human body or visualizing chemical compounds.

History & Reading:

    • Bringing historical events or characters to life.

Geography:

    • Exploring geographical locations and ecosystems.

Math:

    • Visualizing complex equations and geometric shapes.

17 of 28

The AR lesson template: before, during, after

17

Before 5–10 min

  • Learning goal tied to a standard
  • A hook or prediction
  • Group roles: driver, observer, recorder

During 15–20 min

  • A focused task with the model
  • Questions to answer while exploring
  • Teacher circulates and listens

After 10 min

  • Discussion: what did you notice?
  • Check for understanding
  • Connect back to the goal

This template drives both examples that follow, and the handout you’ll fill in.

18 of 28

Science: what really causes Moon phases?

18

Grades 6–8

NGSS MS-ESS1-1

Merge Object Viewer: Moon Phases and Eclipses

The misconception

“The Moon’s phases happen because Earth’s shadow covers part of it.”

Many students and adults hold this. Flat diagrams rarely shift it, because the geometry is 3D.

Why AR passes the filter

Spatial: positions of the Sun, Earth, and Moon

Hard to see: we never view the system from outside

Text falls short: the misconception survives diagrams

Students act: position the model for each phase

viewer.merge3d.ai: “Moon Phases and Eclipses” collection (Earth–Moon–Sun models, phases, and eclipses).

19 of 28

Moon phases lesson, built on the template

19

Before 10 min

  • Goal: phases come from our changing view of the Moon’s sunlit half
  • Students sketch and predict why the Moon changes shape

During 20 min

  • Groups of 3, one cube: explore the Earth–Moon–Sun model
  • Find the position for each phase and sketch what Earth sees
  • Compare a phase with the lunar eclipse model

After 10 min

  • Revisit predictions: what changed?
  • Exit ticket: why doesn’t Earth’s shadow cause phases?

20 of 28

History: why did people start writing?

20

Grade 6

CA HSS 6.2.9

Museum scan, imported into Merge

The question

What were the origin and purpose of cuneiform writing?

Standard 6.2.9 asks students to “trace the evolution of language and its written forms.” A real tablet makes that concrete.

No ready-made content? Source it

Find a museum scan

e.g., a British Museum clay tablet on Sketchfab

Check for compatibility

Classroom use allowed? Small enough for student devices?

Import it into Merge

Then it works on the cube like any Merge model

Model: “Clay cuneiform tablet,” 3studio59 after a British Museum scan, Sketchfab, CC BY-NC-SA 4.0.

21 of 28

Cuneiform lesson, built on the template

21

Before 10 min

  • Goal: explain where cuneiform came from and why (6.2.9)
  • Hook: track who owes the temple how many sheep, with no writing allowed

During 15 min

  • Groups rotate the 3D tablet: wedge marks, both faces, edges
  • Infer: what was it used for, and why clay?

After 15 min

  • Groups share claims with evidence from the tablet
  • Place cuneiform on a timeline of written language

Embodied extension, no screen needed: students press wedge marks into air-dry clay with a craft-stick stylus.

22 of 28

Two lessons, one pattern

22

Moon phases

Cuneiform

Why AR?

The geometry is 3D and impossible to see from Earth

The artifact is rare, ancient, and far away

Content

Ready-made Merge collection

Museum scan, imported into Merge

Embodied move

Position the model for each phase

Handle the tablet; press marks into clay

The shared pattern

Goal first

Task with the model

Talk

Check

23 of 28

Living Popups

24 of 28

25 of 28

Making it work in a real classroom

25

Share devices

Groups of 2–3 per device produce more talk than one each

Paper cubes

Print free paper MERGE Cubes at mergecube.com/paper

Test first

Load the content on every device the day before

Set norms

Agree on group roles and when screens go down

Plan for limits

Keep a gesture, sketch, or physical model ready when the app falls short

Source models

Museum scans from Sketchfab or Smithsonian 3D; check license and file size

26 of 28

Your turn: draft your AR insertion point

26

1

Pick one standard you’ll teach this year

2

Find the moment: a misconception, or something hard to see

3

Run the four-question filter

4

Discuss your “before / during / after” plan

5 min

Does your moment pass the filter? What will students do with the model?

27 of 28

Is AR worth it here? Four questions

27

1

Is it spatial or 3D?

Shape, structure, or position matters to understanding

2

Is it hard to see?

Too big, too small, too far away, invisible, or rare

3

Do text, lecture, and video fall short?

Students keep the misconception after the usual approaches

4

Will students do something with it?

They predict, explain, compare, or argue using the model

Mostly yes? AR may earn its place. Mostly no? Use a diagram, demo, or physical model instead.

28 of 28

Key takeaways

28

1

Start with the standard, not the app

2

Use AR when holding it beats reading about it

3

Embodied learning is why it works

4

Through UDL, AR is one more way in

5

Think about before, during, and after activity

Resources

  • Merge 3D: dashboard.merge3d.ai
  • Mansour et al. (2025): doi.org/10.1007/s10639-024-13120-0
  • Education Sciences (2025) 15(4), 414
  • CAST UDL Guidelines 3.0: udlguidelines.cast.org
  • Free paper cubes: mergecube.com/paper

Pedagogy First. Technology Second. Students Always.