Augmented reality in education: Current status and advancement of the field

M Kljun, V Geroimenko, K Čopič Pucihar - Augmented Reality in Education …, 2020 - Springer
Despite the substantial body of work and positive reported outcomes of AR (Augmented
Reality) usage for education, researchers claim that compared to other digital technologies …

Motivational readiness of future teachers-philologists to use the gamification with elements of augmented reality in education

O Petrovych, I Zavalniuk, V Bohatko… - … Journal of Emerging …, 2023 - search.proquest.com
The article analyzes the students-philologists' motivations to use the gamification with
elements of augmented reality (AR) in education. The domestic and foreign experience of …

Exploring the efficacy of computer games as a pedagogical tool for teaching and learning programming: A systematic review

KN Wilson, B Ghansah, P Ananga, SO Oppong… - Education and …, 2024 - Springer
This systematic literature review examines the use of computer games as instructional aids
in the teaching and learning of programming. With the ubiquitous nature of technology …

Augmented reality escape classroom game for deep and meaningful English language learning

A Voreopoulou, S Mystakidis, A Tsinakos - Computers, 2024 - mdpi.com
A significant volume of literature has extensively reported on and presented the benefits of
employing escape classroom games (ECGs), on one hand, and on augmented reality (AR) …

The effect of educational mobile games on learning performance: a meta-analysis and research synthesis

A Tlili, M Agyemang Adarkwah, S Salha… - Interactive Learning …, 2024 - Taylor & Francis
While several studies have investigated the effects of educational games in education, less
attention has been paid specifically to the effects of educational mobile games in education …

Arigatō: Effects of Adaptive Guidance on Engagement and Performance in Augmented Reality Learning Environments

M Weerasinghe, A Quigley, KČ Pucihar… - … on Visualization and …, 2022 - ieeexplore.ieee.org
Experiential learning (ExL) is the process of learning through experience or more
specifically “learning through reflection on doing”. In this paper, we propose a simulation of …

Shaping technologies for older adults with and without dementia: Reflections on ethics and preferences

U Diaz-Orueta, L Hopper… - Health Informatics …, 2020 - journals.sagepub.com
As a result of several years of European funding, progressive introduction of assistive
technologies in our society has provided many researchers and companies with …

Extracting design guidelines for augmented reality serious games for children

J Li, E Van Der Spek, J Hu, L Feijs - IEEE Access, 2022 - ieeexplore.ieee.org
Augmented Reality serious games have become an emerging solution to positively
influence the learning experience for children born in the digital age. However, systematic …

Co-design of augmented reality games for learning with teachers: A methodological approach

H Tobar-Muñoz, S Baldiris, R Fabregat - Technology, Knowledge and …, 2023 - Springer
Abstract Augmented Reality Game-Based Learning (ARGBL) is becoming increasingly
relevant in Technology-Enhanced Learning. Games with AR characteristics, or even AR …

A service design thinking approach: What are the barriers and opportunities of using augmented reality for primary science education

W Fearne, JD Hook - Journal of Technology and Science …, 2023 - eprints.whiterose.ac.uk
It has previously been argued that Augmented Reality (AR) has the potential to provide
relevant digital information to support pupils learning in real-time through engaging formats …