Projects
Future Learning Spaces (fuels)

AR Learning Environments

Augmented reality (AR) is a technology that digitally inserts digital information – usually in the form of 3D, graphics, text, or sound – into the real world, and thereby augmenting it. This happens in real time and is often facilitated by special AR glasses or mobile devices. In addition to modelling corresponding learning scenarios, the fuels project also focuses on the development of a tool for the low-threshold integration of 3D objects in AR environments for teaching.

To the project overview: fuels - Future Learning Spaces

The integration of augmented reality (AR) in university teaching offers a new perspective on knowledge transfer through interactive and immersive learning experiences. Students are no longer just passive consumers of information; they become active participants in an explorative learning process that can be enriched by 3D objects and AR environments. Exploratory 3D objects here are three-dimensional models that users can interactively explore, often with the possibility of viewing them from different angles, disassembling them and thus understanding how they work.

Providing a hands-on, interactive, and visually appealing learning environment opens up the potential for students to better understand and internalize complex concepts. It is important to integrate the use of technologies didactically and methodically in order to achieve the teaching and learning goals.

Examples for Augmented Reality Learning Environments

Qualification and Support Programme

AR technology offers the opportunity to explore digital 3D objects embedded in a real environment. The ARtemis app developed by the fuels team can be used to integrate existing 3D objects into an AR environment.

We are happy to support you in the didactic conception of use cases with the AR environment ARtemis. Get in touch with us: .

Our offer includes:

  • Support in the concretisation of one's own objectives (in the context of the learning content to be taught) through the use of Augmented Reality.
  • Support in your didactic considerations regarding target group, learning content and methodology (explorative, interactive, collaborative).
  • Support in the estimation of expenses.
  • Teaching the technical process and procedures for digitising real objects or integrating existing 3D objects and enhancing them with interaction options.

Step by Step to the Augmented Realtiy (AR) Learning Scenario

The infographic “Road to Augmented Reality (AR)” provides an insight into the individual implementation steps in dealing with (3D) objects. It should help to give an impression of the path that instructors take when they decide to design an AR teaching-learning scenario with ARtemis.

Various elements are essential for the successful development and realisation of an AR use case. These include:

  • the intention to make objects accessible,
  • didactic considerations,
  • technical aspects
  • and the practical use and testing of the developed scenarios.

The infographic serves as a guide to support you as a teacher in the challenge of reproducing existing 3D objects in an AR environment or digitising existing objects and making them usable for digitally supported teaching.