Exploring teacher immediacy-(non)dependency in the tutored augmented reality game-assisted flipped classrooms of English for medical purposes comprehension among the Asian students.
Timothy TeoSaeed KhazaieAli DerakhshanPublished in: Comput. Educ. (2022)
Keyphrases
- augmented reality
- elementary school students
- reading comprehension
- learning games
- computer assisted language learning
- english learning
- game based learning
- student groups
- college students
- learning environment
- learning opportunities
- english vocabulary
- tutoring system
- learning outcomes
- language learning
- school teachers
- classroom environment
- mixed reality
- teaching practices
- virtual objects
- learning process
- classroom activities
- hong kong
- elementary school
- educational games
- middle school
- eighth grade
- computer assisted
- grade students
- human computer interaction
- virtual reality
- grade level
- computer mediated communication
- learning experience
- public schools
- video games
- learning activities
- computer supported collaborative learning
- computer games
- collaborative learning
- real environment
- distance education
- learning styles
- professional development
- virtual world
- mobile learning
- distance learning
- foreign language
- blended learning
- teaching methods
- attitudes toward
- game design
- learning materials
- e learning
- user interface
- student learning
- high school
- learning processes
- live video
- higher education
- learning platform
- intelligent tutoring systems
- camera tracking
- control group
- high school students
- remote collaboration
- tangible interaction
- computer vision