With the mass-scale adoption of augmented reality (AR) in the commercial space, and student interest in 3d- and 4d experiential learning, higher education is starting to look towards digital augmentations of real spaces for teaching and learning. University creative shops are exploring whether they can get into the game of producing AR-enhanced experiences: campus tours, interactive gaming, virtual laboratories, exploratory art spaces, simulations, design labs, online / offline / blended teaching and learning modules, and other AR applications. This work offers a basic environmental scan of the AR space for inclusive online teaching and learning, and it includes pedagogical design leads from the current research, technological knowhow, hands-on design / development / deployment of learning objects, and online teaching and learning methods. This work does not take a pedagogical theory approach although several theories are mentioned. Rather, the focus is on applied AR in teaching and learning.