
What Children Would Learn
- Track surfaces
- Place objects
- Lighting estimation
- Environment probes
- Face tracking
- 2D image tracking
Introduction to Augmented Reality
Age Group: 14+
Augmented Reality (AR) is a cutting-edge technology that blends the digital world with the real one. It overlays digital content—such as images, sounds, or 3D objects—onto our real environment through devices like smartphones, tablets, or AR glasses. Unlike Virtual Reality (VR), which creates a completely virtual space, AR enhances the world around us without replacing it.
For example, AR allows you to see a dinosaur walking in your living room through your phone screen or try on clothes virtually before buying them. Popular apps and games like Pokémon GO, Snapchat filters, and IKEA Place use AR to create fun, interactive experiences.
For students aged 14 and above, AR opens exciting possibilities—not just for entertainment, but also for learning, design, gaming, and problem-solving. As future innovators and creators, understanding how AR works can empower you to build your own immersive experiences and explore real-world applications in fields like education, medicine, architecture, and more.
A common example of 2D AR is scanning a QR code or a book cover with an AR app, and seeing a video or animation pop up on your screen. Another example is using face filters in social media apps that add 2D elements like sunglasses or sparkles to your face.