Using Augmented Reality to engage STEM students with an authentic curriculum.
Mike HobbsDebbie HolleyPublished in: EAI Endorsed Trans. e Learn. (2016)
Keyphrases
- augmented reality
- learning experience
- high school
- learning environment
- learning activities
- elementary school
- mixed reality
- learning outcomes
- student learning
- face to face collaborative learning
- higher education
- constructivist learning environments
- virtual objects
- mobile learning
- learning process
- teaching methods
- e learning
- virtual reality
- college students
- remote collaboration
- learning games
- learning styles
- promising experimental results demonstrate
- distance learning
- collaborative learning
- real environment
- science education
- multi user
- human computer interaction
- camera tracking
- computer generated images
- user interface
- head mounted display
- knowledge building
- high resolution
- learning resources