AR Manual

A guide showcasing how Augmented Reality (AR) tools can be used in STEAM education, complete with six practical scenarios connecting SDGs and STEAM topics.

AR Case Study 1 eWaste The Journey of a Smartphone
AR Case Study 2 Sustainable Fashion The Life of a T-Shirt
AR Case Study 3 Flotability…Will it float?
AR Case Study 4 Sustainable Bread
AR Case Study 5 Saving Water Every Drop Counts
AR Case Study 6 Greener Cities, Brighter Futures Innovating Urban Spaces for Sustainability