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Implementation of Gamification and Elements of Augmented Reality During the Binary Lessons in a Secondary School.
Viktoriia L. Buzko
Alla V. Bonk
Vitaliy V. Tron
Published in:
AREdu (2018)
Keyphrases
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augmented reality
secondary school
virtual objects
mixed reality
human computer interaction
user interface
virtual reality
real scenes
camera tracking
case study
head mounted display
real environment
serious games
virtual world
active learning
mobile devices
artificial intelligence
machine learning