Effects of an Augmented Reality University Drug Prevention Board Game on University Students' Gaming Anxiety and Flow Experience.
Yu-Hsuan LinMei-Xuan LaiPublished in: ICITL (2) (2024)
Keyphrases
- augmented reality
- university students
- board game
- computer games
- learning outcomes
- mobile learning
- human computer interaction
- virtual objects
- virtual reality
- mixed reality
- game design
- head mounted display
- live video
- virtual environment
- case study
- game playing
- e learning
- video games
- educational games
- machine learning
- camera tracking
- attitudes toward
- user interface
- statistically significant
- learning environment
- digital games
- expert systems
- image processing
- metadata
- knowledge base
- user experience