Augmented-reality-enhanced game-based learning in flipped English classrooms: Effects on students' creative thinking and vocabulary acquisition.
Hsiu-Ting HungHui-Chin YehPublished in: J. Comput. Assist. Learn. (2023)
Keyphrases
- augmented reality
- vocabulary acquisition
- computer assisted language learning
- game based learning
- creative thinking
- game design
- foreign language
- educational games
- language learning
- college students
- reading comprehension
- learning outcomes
- open ended
- learning environment
- vocabulary learning
- video games
- learning styles
- teaching methods
- mobile learning
- computer technology
- computer games
- game play
- hong kong
- digital games
- attitudes toward
- learning process
- grade students
- computer assisted
- design process
- virtual world
- learning systems
- computer assisted instruction
- middle school
- learning tools
- learning processes
- learning community
- middle school students
- statistically significant
- user interface
- mobile devices