Exploring the impact of augmented reality on student academic self-efficacy in higher education.
Yvonne O'ConnorCarolanne MahonyPublished in: Comput. Hum. Behav. (2023)
Keyphrases
- augmented reality
- higher education
- faculty members
- higher education institutions
- corporate training
- online learning
- educational process
- e learning
- learning technologies
- web based teaching
- learning management systems
- hong kong
- distance learning
- virtual reality
- online teaching
- virtual objects
- learning strategies
- human computer interaction
- learning in higher education
- online course
- mobile learning
- blended learning
- m learning
- learning outcomes
- user interface
- head mounted display
- learning environment
- computer technology
- online collaborative
- distance education
- computer self efficacy
- machine learning
- learning styles
- statistically significant
- learning algorithm