If you first consider the theoretical foundations of AR, you would obviously need to bring into the mix both the constructivist and situational learning theories, where the former encourages students to work collaboratively and the latter states that learning occurs naturally during activities.
And so it is possible for both of these theories to be modelled through AR learning programs as they provide students the opportunity to collaborate in traditional school settings. Following constructivist learning theory, the teacher takes on the role of facilitator in AR learning environments, and their main responsibility then is to organize, synthesize, and analyze the content, which is in the hands of the student.
Essentially, I really think that AR can be used to bridge the gap between practical and theoretical learning practices.
Hi Kevin,
Great points. If we consider what has really succeeded in the mobile app market, it is social application that people really want, so I think that sociability functionality within the platform is key. Not sure if you have of this VR platform, but it looks like really on point in the regard: https://highfidelity.com/. It's developed by the Second Life creator.