• 1

    Widespread use

    Web-based augmented reality is not yet ready for widespread use, making it difficult for educators to access and use these technologies in the classroom.

  • 2

    Experience and expertise

    Developing XR content requires experience and expertise that is difficult to acquire. This can force educators to work with outside developers or consultants to develop XR experiences for learners. This comes at a high cost.

  • 3

    Follow-on costs

    The follow-on costs of deploying XR technologies in education, that is, the ongoing costs and resources to maintain and support them, are difficult to predict.

  • 4

    File types

    Tools and platforms that support XR technology often restrict the use of certain file types and, as a result, the types of content that can be created and used with them.

  • 5

    Data limits

    3D models, which are common in XR apps, must be downloaded all at once. Users with limited data on their mobile devices can therefore only access and interact with 3D content to a limited extent.