This work presents system concepts, integration efforts and results of the incorporation of recent advances in geospatial technologies, including augmented reality, virtual reality and unmanned aerial systems (UAS), into teaching and learning in the geosciences. Descriptions include the exploration of multiple technological alternatives and introduce system design and integration to enhance and innovate instructional materials in classrooms. The 3D Immersion and Geovisualization (3DIG) system, implemented at the Center for Geospatial Research at the University of Georgia incorporates augmented/customized commercial-off-the-shelf solutions for data acquisition, visualization and human-machine interaction. Through the immersive capabilities of 3DIG, students can be involved in a full data acquisition-processing-analysis workflow. Data streams are used for system integration, with emphasis to model generation/manipulation and remote sensing applications, including multispectral data acquisition/analyses, structure-from-motion based point-cloud/model generation, DEM and texture extraction, and orthomosaics. Resulting products are used with virtual and mixed reality holographic devices, a Geographic Information System (GIS) and with game engines (Unreal Engine and Unity) to create realistic multi-scale multi-theme 3D reconstructions of planet Earth, landscapes and/or objects. Among other system components, an augmented reality digital sandbox equipped with two depth cameras supports experiential learning and experimentation involving scaled down replicas of landscapes or user-defined topographies. The system allows for fast representation of landscape changes (near-real time response), which simulates fluid flow over modified terrain, as well as quantitative analyses, modeling and what-if scenarios through the integration with a GIS. The 3DIG system has been incorporated into classwork and results have been evaluated. This work introduces the interconnected and complementary technologies of 3DIG; presents lessons learned during system design; introduces system implementation and evolution (including the recent integration of new components); describes system use for hands-on and immersive experiential learning; and discusses system evaluation.