Although augmented reality (AR) and virtual reality (VR) are quickly becoming mainstream in education, and by 2018, the AR device market is expected to reach about $660 million, according to the New Jersey Institute of Technology.   AR and VR found their way into the EFL classroom in 2016, when the incredibly popular smartphone game Pokémon Go was launched and many teachers and language centres tried to incorporate it. However, only two years later, the outcomes of this initiative still remain unclear.   Ever since, while AR goggles have become quite common...

I will begin this post with a confession: although I have been involved in EFL and digital education projects for quite some time, I am not a heavy user of technology; I don’t really own a myriad of smart devices and, most of the time, I tend to prefer taking notes on a good, old notepad. While not resistant to change, I believe I am fairly skeptical that one device or app, or digital service, will single-handedly change my classroom practice. This skepticism might come from my observation of...