The presentation will share augmented reality (AR) educational technology tools that were used as part of the elementary education methods course that have helped with increased student engagement with science, technology, engineering, and mathematics (STEM) content learning. The inspiration for using AR comes from the 2016 craze of the PokémonGo game. Specifically, the use of these tools is in response to the Indiana Department of Education strategic six-year STEM initiative focusing on inquiry and project-based learning. I will share what worked well and what did not. Participants will be immersed in a “hands-on” experience with some easy to use AR tools across content areas. The tools shared will be dependent on a quick poll that will be given “live” during the first few minutes of the presentation. Participants should be ready to be engaged in this experiential session with various apps