Challenges
-
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.