Virtual and augmented reality have obvious benefits in capturing student attention but face questions about their potential to help students to make substantive gains in understanding--especially considering the costs of the equipment and the time needed to build activities. But it is not too early to consider how we want to use these technologies in the classroom, and it may prove a useful exercise in reimagining how we use the technology we already have access to.
Sony created a gamified augmented reality experience using a free AR platform called Metaverse. Some of the more innovative features of the experience included integration with other mobile apps, exclusive content, and guided interaction with live participants (including a wandering man in a Sasquatch costume). The platform could be used to develop place-based extension learning, student projects, or academic program promotions.