--- title: "Augmented learning" chunk: 4/6 source: "https://en.wikipedia.org/wiki/Augmented_learning" category: "reference" tags: "science, encyclopedia" date_saved: "2026-05-05T15:12:19.860274+00:00" instance: "kb-cron" --- == Making learning fun == One researcher has suggested that handheld devices like cell phones and portable game machines (Game Boy, PlayStation Portable) can make an impact on learning. These mobile devices excel in their portability, context sensitivity, connectivity and ubiquity. By incorporating social dynamics in a real-world context, learning games can create compelling environments for learners. At the Allard Pierson Museum in Amsterdam, visitors view information on-demand at the "A Future for the Past" exhibit. In a virtual reconstruction of Satricum and the Forum Romanum, users can call up information that is overlaid on room-sized photos and other images. The museum uses both stationary displays and mobile computers to allow users to view translucent images and information keyed to their specific interest. English Learning Learning English can be difficult no matter what age you are, but learning a language can be difficult for the younger age group due to retention and learning capabilities. But, with the use of technology it can help be made easy. Nowadays, one can listen to the pronunciation, look up spelling, and all sorts of things to help better a students education. In more recent years, learning English has been made much easier through the use of Artificial Intelligence and Virtual Reality technology. These technologies have allowed users to access language learning in methods not available previously, eliminating the need for a human tutor, and specialized institutional education. For a majority of these technologies being developed, English has been the focus, as it is a major lingua franca. However, these projects are being expanded to include major languages, minor languages, and even fictional languages such as 'Klingon' from the series Star Trek in the popular app Duolingo. A company known as 'Speaksy Labs' introduced their app 'Speak' which allows the user to be connected with a personal, AI tutor. With more popularized apps such as Duolingo, the user was only able to practice writing, reading, and basic speech. Starting with Speak, user's are able to have full on conversation, eliminating the need to find a personal human tutor. Studies done on English learning apps suggests that the design of these Artificial Intelligence apps are boosting user's English skills, making them a valuable resource for those trying to learn the language. The Artificial Intelligence can be trained to give the user specific feedback, including pronunciation, accent, and tone. Virtual Reality is another effective tool for English learning through its virtual environments, and high level of interaction. Studies have shown that activities that require movement help the users understand language more, especially with younger audiences. Since these virtual environments are boundless, they have access to many resources that can be provided in teaching language lessons. For example, you could hold an apple in a Virtual Reality setting and the word 'apple' can be said so that the user correlates the word with the object. Research conclusions suggest that most children obtain higher scores and satisfaction than those who don't use Virtual Reality technology for their learning. Virtual environments allow the students to see places they may not have visiting before, eliminating the need for travel costs. A case study into the 'Elsa Speak' app showed similar results as to what was previously shared. In higher learning, the study found that students gained a boost in their English comprehension, allowing them to speak, write, and read the language more efficiently . Now, the Elsa Speak app and various counterparts are breaking into different languages, appealing to groups across the world. Application of technology in college With the expansion of the uses of technology students are able to learn in all sorts of matters. For the most part, college students nowadays have classes, assignments, homework, and projects online via different websites and turn them in via those websites. And now, teachers have found a practical use for some new technology within the classrooms. For example, schools nowadays have pieces of technology to help classes. Some school in medical schools a giant tablet the size of a table and use it to show bones, blood vessels, veins, and other parts of the body. In other colleges with similar programs they have games that they use in specific class subjects. Students who used this technology in the classroom tend to also have better study habits as well as better motivation to complete classwork High School and College education departments have started relying on forms of play to better understand class material. Quiz games, questionnaires, and team strategy games have been implemented to better help students understand class material. These technologies are also used to determine attendance which can be part of a students grade, by using the questionnaires to determine who was in class on a particular day. Even in higher education, research has found that learning through play keeps students involved in the material. In larger lecture halls, questionnaires are more prevalent, while team focused games are used in smaller class settings. In addition, specialized software allow students to present ideas in more effective ways. Some users are able to make their own websites, interactive portfolios, or just make simple PowerPoints. These various methods of learning engage the students in the class, while effectively preparing them better through exposure to the material in different ways.