Innovation in formal and practical learning is an accepted progression and its adoption in learning methodologies is a sign that a respective society is open to new technologies, ideas, and, thus, to advancement. The latest innovation in teaching is the use of Augmented Reality. Applications using this technology have been deployed successfully in STEM(Science, Technology, Engineering, and Mathematics) education for delivering the practical and creative parts of the education. Since Augmented Reality technology has already a large volume of published studies about education that reports advantages, limitations, effectiveness, and challenges of AR in education, classifying these projects will allow for a review of the success of Augmented Reality integration in the different educational settings and discover current challenges and future research areas. The main findings of this paper are the generation of a detailed taxonomy of the current literature which outlines the current challenges, the use of this taxonomy to identify future research areas, and finally to report on the development of two case studies that can highlight the first steps need to address these research areas. The result of this research ultimately is to detail the research gap that is needed to be filled to facilitate real-time touchless hand interaction, kinesthetic learning, machine learning agents with a remote learning pedagogy.