ABSTRACT

Mobile Mixed Reality Tools for Education are an exciting way to engage students and help them understand concepts that would have been difficult, if not impossible, to convey using other media. The devices required to use such technology are disruptive in teaching and learning practices, settings, and contexts. This technology shifts the educational world's axis from a transmissive to a co-constructive model of teaching, from a static to a mobile and active attitude, from a formal to an informal context, and from a place-centered to a student-centered model. This chapter aims to provide some theoretical and methodological tools, as well as examples, to better understand, handle, and exploit all of the resources that those new tools have to offer.

First and foremost, it provides the reader with a powerful tool, the Activity Theory, to design, analyze, and evaluate the use of these technologies in education. The following section introduces three key concepts that will aid in the design and implementation of MR m-Learning experiences: Functional Organ, Affordance, and Interference. Finally, the Four-X practical implementation methodology is presented.