Abstract
By combining information in the form of image alternatives with a software
programme that stores knowledge on real images, augmented and virtual reality (AVR)
technologies aid in the explanation of concepts. This methodology is developed to
improve educational learning through two-dimensional media in education. In bloom
taxonomy approach to teaching, integrating AR technology with academic content
results in a new kind of automated application that serves to reinforce the usefulness of
teaching-learning for learners in real-world situations. The learning outcome, which
includes knowledge level and performance engagement, has a significant impact on all
phases of higher education, from course planning to student evaluation and grading.
AVR is a novel technique that combines elements of omnipresent computing, tangible
computing, and social computing. This mode offers different affordances, combining
the physical and virtual worlds, with continuous and implicit purposes of reading and
interactivity. Digital resources are high-potential educational technology that enhances
learning by supporting the learning environment through numerous e-resources. The
various universities and Technical and Vocational Education Training (TVET)
institutions give students an opportunity to complete an experiential learning
component in their studies in order to complete their qualifications with the help of
AVR implementation. This chapter provides an introduction to Augmented and Virtual
reality (AVR) technology, the current status in education from different viewpoints,
key technologies, and strategies mentioned in the context of higher educational
learning output of students through these applications.