# A Review on Augmented Reality in Education and Geography: State of the Art and Perspectives
## 3 Augmented Reality in Education  
Although in the second section, different domains were covered for the AR technology, one of the most important domains is the educational one. Education is the process that allows people to acquire knowledge, information, skills, and values, which are helpful to get through life and to engage in meaningful experiences and interactions [12]. It is an intentional process that usually happens through formal institutions, like schools, high schools, or universities, but can also happen in non-formal ways, like home schooling or even through extra-curricular activities in the community. Moreover, the education of the people in a society is not only an essential tool for the personal development and growth of each individual, but it is also important for the economic and social growth of countries. Having this in mind, AR applications can help in learning, as they are a new and innovative way for students to interact with the process of learning. One of the advantages of using AR applications in the educational domain is that the systems allow observing and learning abstract topics better and more efficiently by the students [13]. For example, in the biology field, this type of visualization can help students to interact with a computer-generated 3D skull model, supporting kinesthetic learning. Kinesthetic learning is defined as a type of learning in which students learn from practical activities, rather than listening to course material. Moreover, in the chemical field, students can use AR applications to visualize different compounds and see how these compounds interact with each other. Additionally, the studies in the aforementioned paper show that by using AR applications in the learning process, the students can develop skills related to communication and collaboration. Thus, the students can learn different topics using the technology, but without spending time in front of a screen, as in the case of learning by using a PC. Lastly, one of the most important advantages of AR applications in education targets one of the biggest problems: the lack of desire in the learning environment. The AR applications were found to increase the focus of the students and captivate their attention, in contrast to when students are made to learn and solve different problems by using routine methods and manuals. Although there are substantial numbers of advantages, there are also a couple of down-sides. For example, if the students are fed a lot of information by using AR applications, they could become cognitively overwhelmed and could experience different difficulties. Moreover, the studies supported in the aforementioned paper [13] state that if the students are not helped in setting the AR environment or if they are not assisted when they first use the technology, the learning environment may be negatively affected. That is why, when the AR environment is set up and first used, it is recommended that a teacher or a supervisor guides the students into using the new system. Furthermore, on the professors' side, they must adapt to a new way of teaching, and they need to try to minimize as much as possible the conventional approach of teaching. This is usually not happening, especially with the teachers who are included in the older age category, as they are not open to new technologies and innovation in the methods of teaching. The AR applications in the educational field are divided into three categories [14], as can be seen in Figure 6.  
The AR applications in the first category, Hardware-based, were used especially in the health domain and in the medical domain and were based on hardware and on devices such as HMDs. The very first AR device was used to teach 3D anatomy at the University of North Carolina in 1995 [15]. The application was developed in three stages. In the first stage, the AR application had to model the elbow joint and the dynamics of its movement.