A systematic review of augmented reality game-based Learning in STEM education
Author:
Publisher
Springer Science and Business Media LLC
Subject
Education
Link
https://link.springer.com/content/pdf/10.1007/s11423-022-10122-y.pdf
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3. Anderson, L. W., & Krathwohl, D. R. (2001). A taxonomy for learning, teaching, and assessing: A Revision of Bloom’s Taxonomy of Educational Objectives. New York: Longman
4. Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., Freitas, S. D., Louchart, S. … Gloria, A. D. (2014). Mapping learning and game mechanics for serious games analysis. British Journal of Educational Technology, 46(2), 391–411. doi: https://doi.org/10.1111/bjet.12113
5. Arvanitis, T. N., Petrou, A., Knight, J. F., Savas, S., Sotiriou, S., Gargalakos, M., & Gialouri, E. (2007). Human factors and qualitative pedagogical evaluation of a mobile augmented reality system for science education used by learners with physical disabilities. Personal and Ubiquitous Computing, 13(3), 243–250. https://doi.org/10.1007/s00779-007-0187-7
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