[HTML][HTML] Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies

G Lampropoulos, E Keramopoulos, K Diamantaras… - applied sciences, 2022 - mdpi.com
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 …

[HTML][HTML] A review of augmented reality systems and their effects on mental workload and task performance

NFS Jeffri, DRA Rambli - Heliyon, 2021 - cell.com
Augmented Reality (AR) systems have been shown to positively affect mental workload and
task performance across a broad range of application contexts. Despite the interest in …

Exploring the factors influencing the adoption and usage of Augmented Reality and Virtual Reality applications in tourism education within the context of COVID-19 …

S Shen, K Xu, M Sotiriadis, Y Wang - Journal of hospitality, leisure, sport & …, 2022 - Elsevier
Abstract Augmented Reality and Virtual Reality are regarded as smart and digital
technologies that made their impact in many industries and settings. On the other hand, the …

Esports matrix: Structuring the esports research agenda

EE Cranmer, DID Han, M van Gisbergen… - Computers in Human …, 2021 - Elsevier
Abstract The popularity of Electronic Sports (esports) have grown tremendously in the last
few years, becoming one of the most popular forms of digital entertainment. Despite …

Re-shaping Post-COVID-19 teaching and learning: A blueprint of virtual-physical blended classrooms in the metaverse era

Y Wang, LH Lee, T Braud, P Hui - 2022 IEEE 42nd international …, 2022 - ieeexplore.ieee.org
During the COVID-19 pandemic, most countries have experienced some form of remote
education through video conferencing software platforms. However, these software …

Multi-functional triboelectric nanogenerators on printed circuit board for metaverse sport interactive system

Y Zhu, T Zhao, F Sun, C Jia, H Ye, Y Jiang, K Wang… - Nano Energy, 2023 - Elsevier
Metaverse is the society of future, which merges the physical and digital worlds by utilizing
sophisticated human-machine interfaces (HMIs). In this study, a Metaverse sport interactive …

Innovation in physical education: Teachers' perspectives on readiness for wearable technology integration

HA Almusawi, CM Durugbo, AM Bugawa - Computers & Education, 2021 - Elsevier
The purpose of this article is to explore physical education teachers' perspectives on their
readiness to use and integrate wearable technology as an innovation in physical education …

Being an avatar “for real”: a survey on virtual embodiment in augmented reality

A Genay, A Lécuyer, M Hachet - IEEE Transactions on …, 2021 - ieeexplore.ieee.org
Virtual self-avatars have been increasingly used in Augmented Reality (AR) where one can
see virtual content embedded into physical space. However, little is known about the …

Towards an understanding of situated ar visualization for basketball free-throw training

T Lin, R Singh, Y Yang, C Nobre, J Beyer… - Proceedings of the …, 2021 - dl.acm.org
We present an observational study to compare co-located and situated real-time
visualizations in basketball free-throw training. Our goal is to understand the advantages …

[HTML][HTML] Augmented reality in K–12 education: A systematic review and meta-analysis of the literature from 2000 to 2020

J Zhang, G Li, Q Huang, Q Feng, H Luo - Sustainability, 2022 - mdpi.com
With its capacity to support student-centered learning through digital transformation and
shared experience, augmented reality (AR) has received increasing attention from both …