Luke Deitz , May 8, 2019

When it comes to ever-evolving edtech, augmented reality (AR) is a tool that shows signs of becoming increasingly common in school classrooms. Given this trend, we’ve gone ahead and gathered a list of our own top 10 AR resources that can enrich the learning experience in your classrooms. Take a look at these for some fun and unique ways to engage and teach your lessons!


As an education tool, 3DBear can be downloaded from the Google Play and Apple store. 3DBear allows your teachers to build and share their own worlds and immerse students in them – this is particularly helpful when teaching more abstract concepts and empowering visual learners. Creating scenes isn’t only limited to teachers. Students can create scenes as well. Read a review here and see a video of it here.

Catchy Words AR

A word game that combines learning with movement, Catchy Words AR was designed specifically with augmented reality in mind and comes free on the app store. Once downloaded, teachers can engage students with a series of word puzzles they can solve with their own devices – meaning there’s no point that any student will need to touch the screen. You can find it on the App Store here and see gameplay of it here.

CoSpaces Edu

CoSpaces Edu exists as a way to bring both VR and AR into the classroom while pushing kids to use creativity and teamwork to develop and build in a 3D environment.  Different learning spaces within the app include Social Sciences, STEM & Coding, Makerspaces & Arts, and Languages & Literature. CoSpaces’ compatibility with other apps and adaptability to any subject make it a valuable learning tool to introduce in your classroom. You can learn more about CoSpaces Edu in their brochure.


This app is a prayer answered for anyone who remembers getting squeamish about frog dissection. With Froggipedia, classrooms can virtually dissect a realistic frog, getting a detailed look at all of the muscles and organs without any of the chemicals or scalpel cleanup. See it here on the App Store and check out a video of it here.


Like CoSpaces Edu, Jigspace is another virtual workshop app that offers an encyclopedia of knowledge to students. Made up of various lessons called “Jigs”, each Jig takes an in-depth look at how something from everyday life works and breaks it down into key steps for maximized comprehension. Jigspace is able to assist teachers in explaining a variety of topics; everything from the mechanics of the human heart to our understanding of what our galaxy is.

See it here on the App Store and if you’re curious, here’s a review.


What it is: MERGE Cube is an app that works in tandem with an actual cube that students can hold in their hands. In their hands, the cube can support varying holograms that can be used to teach STEAM concepts and complex systems. With MERGE Cube’s partner apps such as DinoDigger and HoloGlobe, students can even “experience” deeper looks at history or science. For $15, MERGE Cube is a unique solution value, especially for younger students.

See it here on the App Store. Because this app is a bit more conceptual, here’s a demonstration video and a review.


Metaverse is a free tool that teachers and students in all grades can use to create AR universes for their classrooms. Beyond running warm-up exercises and review games in the classroom, Metaverse can be used to enhance class field trips, increasing engagement and interaction. You can see several examples and reviews of Metaverse here. If you do decide to try it out, you can quickly cover all of the basics by requesting a live demo here.


Emerging amongst popular game creation systems (notably Minecraft and Roblox), Moatboat is an AR and VR creation engine designed to let students add objects and give them behaviors in virtual environments – all through spoken command. Self-described as a search engine that creates instead of searches, Moatboat lets students build and share with others using a table’s surface. You can visit the app site here and read the reviews here.


What it is: Orb is a way for your students to create and project 3D shapes into their environment, combining them with other shapes to create…well, anything they’d want. The possibilities are somewhat broad, given the amount of editing Orb grants users via custom colors, manipulation, and rotation. The final creation can then be downloaded, saved as an image or video, shared, and even exported to a 3D printer. You can visit the site here and read a review here.

World Brush

For art classes, World Brush offers an AR experience that shakes up routine art instruction and pushes students into the world of digital art. The free app lets students “paint” their environment and store their work anonymously wherever it was rendered. A lesson in still life, perspective, or shading could become an in-app assignment in which students could create virtual art anchored to real objects and locations on their campus. You can download World Brush here and watch a review here.

In Conclusion

If you’re interested in seeing other AR and VR tools being used for teaching, check out this article on ISTE’s blog. As extensive and promising as it is, AR is still just one of the many ways mobile is being used to engage and nurture problem-solving and creativity in education.

It’s both an exciting and unpredictable time for digital teaching tools. As strategies to incorporate and maintain tech into classrooms are tested, the next stage of digital learning resources are already being developed.

With how quickly tech is evolving, there’s no better time to start trying some of these out than right now. And when you look to the devices and apps you’ll be using for a lesson plan, your strategy for keeping those devices powered becomes just as important as the strategy implemented. That’s when charging stations come in handy for keeping student devices charged during the day for classes. You can learn more about charging vendors in K-12 here.

Category: K-12
Learn more about our
powerful charging solutions