Use of AR Experiences in Student Engagement and Learning Outcomes

Invitation to Participate in Research

Research in the use of Augmented Reality (AR) in classrooms to study student engagement and learning outcomes.

In a class lesson, teachers often need to focus their attention to a student who is constantly squirming in the seat and not paying attention in class. Such behaviour in students may be attributed to learning challenges, however classroom engagement and disengagement could also be the cause; especially with young children transiting from kinder to prep school.

When a child is restless in class, he/she disrupts the teaching and learning processes for other children as well. It becomes necessary to address the disruption in class and in most cases, a teacher aide / teaching assistant needs to independently manage the behaviour of the child to reduce the anxiety.

Exploratory studies have shown success in addressing and reducing anxiety in children using AR in hospitals, especially during pre-surgery, when drawing of blood sample and managing pain etc.

This study will explore the use of AR in classroom lessons to measure and mitigate student engagement to improve learning outcomes.

AR Experiences Research Project

Design AR experiences for prep kids in an immersive environment surrounding such as a forest setting, to assist in calming a child through interactive emotional therapy using elements in a forest.

  • The Forest Classroom will have small forest animals/birds, insects sound, water stream flowing audio/visuals and other educational elements to assist a child to rest, recover and refocus (RRR).
  • Research will include designing, developing, adapting and extending existing ‘forest’ context and elements to create an interactive experience with AR interactive tools that can be used to rapidly prototype and create an AR Forest Classroom relevant to a range of educational contexts.



Research Scope

We will explore how Augmented Reality (AR) applications for students prep school children can help to address and reduce disengagement, fear, anxiety, inattention and restlessness in class. The research will create a prototype of an AR Forest Classroom environment, to engage prep kids when they become disengaged, anxious or restless. Researchers will observe the calming moments for the child, as well as the user interactions and behaviours.
As schools are increasing the use of mobile tablets in classrooms, the potential to create AR experiences in learning is emerging rapidly. The research will provide new sources of evidence on the design, development and motivation in the use of AR tools, techniques, interactions and methods in school’s teaching and learning.

Research Methods

Deductive Approach

Testing theory through observation and data.

Exploratory Study

Build prototype of AR Environment for kids

Data Collection

  • Data Gathering using Mixed Methods (Qualitative & Quantitative)
  • Focus groups & Interviews (Parents, Teachers & Children)
  • Questionnaires & Feedback (Parents & Teachers)

Self-completing Diaries

Tracking issues and changes over the duration of the project

Research Outcomes

Give insight to the use of AR in school classrooms to further address behaviour related context for children, those focusing on difficulties and learning issues (such as ADHD / Autism).

Include in subsequent phases to understand various elements of simulated learning in the AR Forest Classroom in providing incentive to learn new concepts, virtual visits to explore the forest from classrooms.

Human Ethics Approved

Deakin University, Australia.

RISEC Approved

Research in Schools and Early Childhood settings (RISEC) by Victoria Department of Education (DET)

Interested to Get Involve ?