STEM Excellence and Equity in K-12 Settings: Use of Augmented Reality-Based Educational Experiences to Promote Academic Achievement and Learner Success.
Patrick GuilbaudEric BubarElizabeth LangranPublished in: HCI (39) (2021)
Keyphrases
- augmented reality
- academic achievement
- educational experiences
- e learning
- virtual learning environments
- distance learning
- virtual objects
- attitudes toward
- virtual world
- learning strategies
- virtual reality
- undergraduate students
- human computer interaction
- computer assisted instruction
- learning materials
- blended learning
- learning environment
- educational games
- statistically significant
- learning technologies
- learning experience
- real environment
- training program
- user interface
- control group
- learning objects
- educational technology
- language learning
- online learning
- live video
- learning algorithm
- learning design
- learning content
- computer assisted
- dependent variables
- learning process
- mobile devices
- multimedia