Using Augmented Reality to Engage STEM Students with an Authentic Curriculum.
Mike HobbsDebbie HolleyPublished in: eLEOT (2015)
Keyphrases
- augmented reality
- learning experience
- high school
- learning environment
- learning activities
- elementary school
- learning outcomes
- face to face collaborative learning
- college students
- mixed reality
- student learning
- constructivist learning environments
- virtual objects
- e learning
- promising experimental results demonstrate
- head mounted display
- learning games
- learning process
- remote collaboration
- virtual reality
- human computer interaction
- teaching methods
- mobile learning
- learning styles
- multi user
- higher education
- distance learning
- live video
- molecular structures
- real environment
- user interface
- mobile devices
- science education
- real scenes
- computer supported collaborative learning
- learning processes
- real objects
- field of view
- learning resources
- expert systems
- computer vision