“…In addition to combining the real world with the virtual world, the AR is characterized by being registered in 3D and the interaction takes place in real time (Prendes, 2015), which implies that users must be able to trigger actions in the environment which is then modified by such actions. The application of AR in educational environments, despite its great potential (De Pedro and Martínez, 2012;Kato, 2011;Reinoso, 2012), has encountered difficulties especially due to its high cost (Gandolfi, 2018). However, it acquires an added value, as it happened with VR, due to the motivational factor (McEwen et al, 2014;Prendes, 2015) as it allows interactivity, play, experimentation and collaboration (González, 2013), in such a way that it reinforces learning and interest in learning (Reinoso, 2012;Terán, 2012).…”