Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies
This study scrutinizes the existing literature regarding the use of augmented reality and
gamification in education to establish its theoretical basis. A systematic literature review …
gamification in education to establish its theoretical basis. A systematic literature review …
A systematic mapping review of augmented reality applications to support STEM learning in higher education
While there is an increasing interest in Augmented Reality (AR) technologies in Primary and
Secondary (K-12) Education, its application in Higher Education (HE) is still an emerging …
Secondary (K-12) Education, its application in Higher Education (HE) is still an emerging …
[HTML][HTML] Ten years of augmented reality in education: A meta-analysis of (quasi-) experimental studies to investigate the impact
Augmented reality (AR) continues to show its impact in education. While systematic review
and meta-analysis studies have synthesized the evidence of this impact, most of them did …
and meta-analysis studies have synthesized the evidence of this impact, most of them did …
Gamification in mobile-assisted language learning: A systematic review of Duolingo literature from public release of 2012 to early 2020
More than 300 million people use the gamified mobile-assisted language learning (MALL)
application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and …
application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and …
Digital twin: Values, challenges and enablers from a modeling perspective
Digital twin can be defined as a virtual representation of a physical asset enabled through
data and simulators for real-time prediction, optimization, monitoring, controlling, and …
data and simulators for real-time prediction, optimization, monitoring, controlling, and …
Artificial intelligence in education
W Holmes - Encyclopedia of education and information …, 2020 - Springer
The effects of technology acceptance and innovation diffusion behaviors on information and
communications technology-enabled teaching/learning systems (ITLS) adoption attract …
communications technology-enabled teaching/learning systems (ITLS) adoption attract …
Integrating augmented reality into problem based learning: The effects on learning achievement and attitude in physics education
M Fidan, M Tuncel - Computers & Education, 2019 - Elsevier
This study investigates the effects of Problem Based Learning (PBL) assisted with
Augmented Reality (AR) on learning achievement and attitude towards physics subjects as …
Augmented Reality (AR) on learning achievement and attitude towards physics subjects as …
The past, present, and future of virtual and augmented reality research: a network and cluster analysis of the literature
The recent appearance of low cost virtual reality (VR) technologies–like the Oculus Rift, the
HTC Vive and the Sony PlayStation VR–and Mixed Reality Interfaces (MRITF)–like the …
HTC Vive and the Sony PlayStation VR–and Mixed Reality Interfaces (MRITF)–like the …
An overview of twenty-five years of augmented reality in education
J Garzón - Multimodal Technologies and Interaction, 2021 - mdpi.com
Augmented reality (AR) enables an interactive experience with the real world where real-
world objects are enhanced with computer-generated perceptual information. Twenty-five …
world objects are enhanced with computer-generated perceptual information. Twenty-five …
The circular economy in the construction and demolition waste sector–A review and an integrative model approach
LAL Ruiz, XR Ramón, SG Domingo - Journal of Cleaner Production, 2020 - Elsevier
Construction and demolition waste (CDW) is a priority for many policies at global level. This
is due to the high volume of CDW that is produced and its inadequate management. This …
is due to the high volume of CDW that is produced and its inadequate management. This …