A child opens a book about dinosaurs—and is able to watch them grazing in a prehistoric field. Another young student scans an image of the solar system with their tablet and gets whisked away on a virtual journey from the moon and then to Mars and the outer planets. These are just two examples of how augmented reality (AR) can make books and learning come alive and take a student's learning experience to a higher level. Ideally suited for school librarians, teachers, school administrators, and technology educators who work with students in grades K–12, this book explores how different apps allow educators and students to consume augmented reality (AR) in the classroom and library. Authored by an expert who incorporated AR into her school and library and speaks on the subject across the nation, the book explains how you can create an online, virtual world via AR, presenting numerous up-to-date examples of what it is and how to use it to best effect in the classroom. Elissa Malespina also explains the features of books with AR built into them and addresses AR apps by providing down-to-earth discussions of how they can be used in various learning environments.