Students' Conducts During a Digital Game-Based Museum School Visit.
Eric SanchezElsa PaukovicsSylvia MüllerNicolas KramarAntoine WidmerPublished in: OCCE (2018)
Keyphrases
- sixth graders
- high school
- digital literacy
- digital technologies
- secondary school
- sixth grade
- mobile learning
- formal education
- primary school
- game based learning
- elementary school
- high school students
- student learning
- middle school
- applied sciences
- middle school mathematics
- science education
- special education
- learning experience
- tutoring system
- digital museum
- learning styles
- learning tools
- learning opportunities
- higher education
- classroom learning
- computer technology
- learning outcomes
- life long learning
- computing education
- grade students
- school district
- school education
- college students
- learning process
- learning environment
- computer usage
- science curriculum
- online course
- learning activities
- pervasive learning
- fourth grade
- pre service
- e learning
- intelligent tutoring systems
- game based learning environment
- digital games
- distance learning
- mathematics learning
- cultural heritage
- digital media
- attitudes toward
- school teachers
- augmented reality
- tablet pc
- teacher training
- vocabulary learning
- science learning
- mixed reality
- english learning
- control group