Physical games or digital games?: comparing support for mental projection in tangible and virtual representations of a problem-solving task.
Augusto EstevesElise van den HovenIan OakleyPublished in: Tangible and Embedded Interaction (2013)
Keyphrases
- digital games
- learning contexts
- multiple representations
- augmented reality
- educational contexts
- game based learning
- foreign language learners
- artificial intelligence
- educational games
- game play
- computer games
- game design
- role play
- video games
- serious games
- learning games
- virtual environment
- learning tools
- real world
- mental representations
- digital game based learning
- physical objects
- learning environment
- secondary school
- virtual reality
- computer assisted