Tuesday, September 9, 2025

The Future of Learning with Augmented Reality

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Did you recognize that the painter Rockwell Kent, whose splendorous Afternoon on the Sea, Monhegan hangs in San Francisco’s de Young Museum, worked on murals and advertisements for General Electric and Rolls-Royce? I didn’t, until I visited Gallery 29 on a recent Tuesday afternoon, phone in hand.

Because the de Young’s curators worked with Google to show a number of the informational placards that hang next to paintings into virtual launchpads, any placard that features an icon for Google Lens—the name of the corporate’s visual search software—is now a cue. Point the camera on the icon and a search result pops up, providing you with more information in regards to the work. (You can access Google Lens on the iPhone inside the Google search app for iOS or inside the native camera app on Android phones.)

The de Young’s augmented-reality add-ons extend beyond the informational. Aim your camera at a dot drawing of a bee within the Osher Sculpture Garden and a unusual video created by artist Ana Prvacki plays—she attempts to pollinate flowers herself with a bizarrely decorated gardening glove.

It wasn’t so way back that many museums banned photo-taking. And smartphones and tablets were disapproved of in classrooms. But technology is winning, and the institutions of learning and discovery are embracing screens. AR, with its ability to layer digital information on top of real-world objects, makes that learning more engaging.

Of course, these ARtistic addenda don’t come out within the space in front of you; they don’t seem to be volumetric, to borrow a term from VR. They appear as boring, flat web pages in your phone’s browser. Using Google Lens in its current form in a museum, I discovered, requires numerous looking up, looking down, looking up, looking down. AR is not superimposing information atop the painting yet.

Then again, Lens is not only for museums; you should use it anywhere. Google’s AR spans maps, menus, and foreign languages. And Google’s object-recognition technology is so advanced, the thing you are scanning doesn’t need a tag or QR code—it’s the QR code. Your camera simply ingests the image and Google scans its own database to discover it.

Apple, loath to be outdone by Google, has been hyping AR capabilities via the iPhone and iPad, though circuitously in its camera. Instead, Apple has created ARKit, an augmented-reality platform for app makers who need to plug camera-powered intelligence into their very own creations. The platform has was an early-stage playground for educational apps. Take Froggipedia, which lets teachers lead students through a frog dissection without having to clarify the senseless death of the amphibian. Or Plantale, which allows a student to explore the vascular system of a plant by pointing their iPad camera at one.

Katie Gardner, who teaches English as a second language at Knollwood Elementary in Salisbury, North Carolina, says her kindergarten students “just scream with excitement” once they see their drawings come to life within the iPad app AR Makr. It takes a 2D drawing and renders it as a 3D object that could be placed within the physical world, as viewed through the iPad’s camera. Gardner uses the app for story-retelling exercises: The kids take heed to a tale like Sneezy the Snowman after which use AR Makr on their iPads for instance a snippet of the narrative. In the actual classroom, there’s nothing on the table within the corner. But when the children point their iPads on the table, their creations appear on it.

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