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In this paper, we present the results of a multi-year participatory design process exploring the space of educational AR experiences for STEM education targeted at students of various ages and abilities. Our participants included teachers, students (ages five to fourteen), educational technology experts, game designers, and HCI researchers. The work was informed by state educational curriculum guidelines. The activities included developing a set of design dimensions which guided our ideation process, iteratively designing, building, and evaluating six prototypes with our stakeholders, and collecting our observations regarding the use of AR STEM applications by target students.
Thompson et al. (Thu,) studied this question.