You are here:

The Era of BYOD: Augmented Reality Apps in Higher Education

, University of Northern Colorado, United States

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Kona, Hawaii, United States Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA


Students are showing up in the classroom with powerful computing devices. Given that, instructors are now able to integrate technology in their instruction. The main focus of this study is to explore the use of mobile learning applications in higher education and how instructors can benefit from “Bring Your Own Device” trend (BYOD). Specifically, the study investigates the effectiveness of the Augmented Reality (AR) apps in the teaching and learning process regarding student engagement and satisfaction. The purpose of this study is to examine the effectiveness of using AR apps in BYOD environments in the undergraduate classrooms for pre-service teachers. Thirty participants in this study were asked to complete the assignment by using a specific augmented reality app. The results indicated that there is a significant difference between the students’ responses before and after using the app.


Almoosa, A. (2015). The Era of BYOD: Augmented Reality Apps in Higher Education. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1684-1689). Kona, Hawaii, United States: Association for the Advancement of Computing in Education (AACE). Retrieved March 18, 2019 from .


View References & Citations Map


  1. Afreen, R. (2014). Bring Your Own Device (BYOD) in higher education: Opportunities and challenges. International Journal of Emerging Trends& Technology in Computer Science, 3(1) 233-236.
  2. Anonymous (2012). Are we there yet? Mobile augmented reality apps taking it mainstream. Calgary Herald, Retrieved from Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented reality in education–cases, places and potentials. Educational Media International, 51(1), 1-15.
  3. Diemer, T.T., Fernandez, E., & Streepey, J.W. (2013). Student perceptions of classroom engagement and learning using iPads. Journal of Teaching and Learning with Technology, 1(2), 13-25.
  4. Gayles, J.G., & Hu, S. (2009). The influence of student engagement and sport participation on college outcomes among division I student athletes. Journal of Higher Education, 80(3), 315-333.
  5. Hahn, J. (2012). Mobile augmented reality applications for library services. New Library World, 113(9/10), 429438.-1688-E-Learn 2015-Kona, Hawaii, United States, October 19-22, 2015
  6. Lacey, C.H., Gunter, G.A., & Reeves, J. (2014). Mobile technology integration: Shared experiences from three initiatives. Distance Learning, 11(1), 1-8. Retrieved from
  7. Liaw, S.S. (2008). Investigating students’ perceived satisfaction, behavioral intention, and effectiveness of elearning: A case study of the Blackboard system. Computers& Education, 51(2), 864-873.
  8. Santos, M.E.C., Chen, A., Taketomi, T., Yamamoto, G., Miyazaki, J., & Kato, H. (2014). Augmented reality learning experiences: Survey of prototype design and evaluation. Learning Technologies, IEEE Transactions on Learning Technologies, 7(1), 38-56

These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact