A survey of augmented reality

M Billinghurst, A Clark, G Lee - Foundations and Trends® in …, 2015 - nowpublishers.com
This survey summarizes almost 50 years of research and development in the field of
Augmented Reality (AR). From early research in the1960's until widespread availability by …

Research in Child–Computer Interaction: Provocations and envisioning future directions

AN Antle, JP Hourcade - International Journal of Child-Computer Interaction, 2022 - Elsevier
In the 21st century the academic field of Child–Computer Interaction (CCI) arose alongside
burgeoning interactive technology and digital media industries that targeted children. We …

Visions of CSCL: Eight provocations for the future of the field

AF Wise, BB Schwarz - International Journal of Computer-Supported …, 2017 - Springer
The field of CSCL is at a critical moment in its development. Internally we face issues of
fragmentation and questions about what progress is being made. Externally the rise of social …

Enhancing computational thinking capability of preschool children by game-based smart toys

SY Lin, SY Chien, CL Hsiao, CH Hsia… - … Commerce Research and …, 2020 - Elsevier
Computational thinking has become an important issue in the field of education. Because
preschool and kindergarten learners are capable of exercising their cognitive abilities to …

Robots in situated learning classrooms with immediate feedback mechanisms to improve students' learning performance

VG Al Hakim, SH Yang, M Liyanawatta, JH Wang… - Computers & …, 2022 - Elsevier
Because of time and space restrictions and the limited interaction capabilities of robots, it is
preferable for teachers to construct a learning environment using digital reality in …

Tango cards: a card-based design tool for informing the design of tangible learning games

Y Deng, AN Antle, C Neustaedter - … of the 2014 conference on Designing …, 2014 - dl.acm.org
For over thirty years researchers have suggested that both tangible user interfaces and
digital games have potential to support learning. Each domain now has a well-developed …

Subversive learning analytics

AF Wise, JP Sarmiento, M Boothe Jr - LAK21: 11th international learning …, 2021 - dl.acm.org
This paper puts forth the idea of a subversive stance on learning analytics as a theoretically-
grounded means of engaging with issues of power and equity in education and the ways in …

Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education

F Garcia-Sanjuan, S Jurdi, J Jaen, V Nacher - Computers & Education, 2018 - Elsevier
Gamification has been identified as an interesting technique to foster collaboration in
educational contexts. However, there are not many approaches that tackle this in primary …

A meta-analysis of tangible learning studies from the tei conference

Y Li, M Liang, J Preissing, N Bachl, MM Dutoit… - Proceedings of the …, 2022 - dl.acm.org
Tangible learning has received increasing attention. However, in the recent decade, it has
no comprehensive overview. This study aimed to fill the gap and reviewed 92 publications …

Sensor-augmented virtual labs: Using physical interactions with science simulations to promote understanding of gas behavior

J Chao, JL Chiu, CJ DeJaegher, EA Pan - Journal of Science Education …, 2016 - Springer
Deep learning of science involves integration of existing knowledge and normative science
concepts. Past research demonstrates that combining physical and virtual labs sequentially …