Applying Augmented Reality In Teaching And Learning


  • Umi Hanim Mazlan Universiti Teknologi MARA, Perlis Branch, Arau Campus
  • Izleen Ibrahim Universiti Teknologi MARA, Perlis Branch, Arau Campus
  • Nurulhuda Ghazali Universiti Teknologi MARA, Melaka Branch, Jasin Campus
  • Zalikha Zulkifli Universiti Teknologi MARA, Perak Branch, Tapah Campus
  • Samsiah Ahmad Universiti Teknologi MARA, Perak Branch, Tapah Campus
  • Wan Saiful‘Azzam Wan Ismail Universiti Teknologi MARA, Kelantan Branch, Machang Campus


Augmented Reality, Teaching Material, Interactive Learning


In this era of teaching and learning, most students are fond of interactive learning compared to traditional  lectures that uses whiteboard and marker pen. Because of that, educators need to be more creative in preparing their teaching material in order to attract students’ attention during teaching and learning process. With the technology advancement, there is variety of software that can help educators to produce a creative material. Augmented reality, AR, is technology where virtual reality is combined with the real world. The main devices for AR are displays, computers, input and tracking devices but recent advances in smartphone technology making them suitable as an AR platforms. This augmentation technique seems relevant to be applied in teaching field because it will help teachers to develop a dynamic material that is capable to capture students’ attention, engagement and participation in a classroom. In addition, AR is very helpful in learning process where students can always listen and view the lecture videos anytime they pleased. This is suitable for blended learning purpose where students can learn on their own with less supervision from lecturers. Therefore, this paper reviews the AR technology which can be utilized to enhance the process of teaching and learning.


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How to Cite

Mazlan, U. H., Ibrahim, I., Ghazali, N., Zulkifli, Z., Ahmad, S., & Wan Ismail, W. S. (2017). Applying Augmented Reality In Teaching And Learning. Journal of Computing Research and Innovation, 2(4), 7–11. Retrieved from //



General Computing