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A Designing Framework for Flipped Classroom Learning Environment Model Combined with Augmented Reality to Enhance Creative Thinking in Product Design for High School Students.

Sathaporn WongchiranuwatCharuni SamatIssara KanjugSuchat Wattanachai
Published in: ICITL (2021)
Keyphrases
  • augmented reality
  • learning environment
  • high school students
  • product design
  • e learning
  • human computer interaction
  • collaborative learning
  • virtual environment
  • design process
  • pilot study