In-game performance: The role of students' socio-economic status, self-efficacy and situational interest in an augmented reality game.
Michaela ArztmannJessica Lizeth Domínguez AlfaroLisette HornstraJohan JeuringLiesbeth KesterPublished in: Br. J. Educ. Technol. (2024)
Keyphrases
- augmented reality
- learning games
- socio economic
- game based learning
- learning platform
- virtual objects
- virtual world
- educational games
- computer games
- teachable agent
- learning outcomes
- mixed reality
- video games
- virtual reality
- game play
- learning activities
- human computer interaction
- digital games
- game design
- learning environment
- distance learning
- learning strategies
- real environment
- learning experience
- higher education
- serious games
- collaborative learning
- face to face collaborative learning
- learning management systems
- live video
- mobile learning
- learning process