Can an augmented reality-integrated gamification approach enhance vocational high school students' learning outcomes and motivation in an electronics course?
Cathy WengKhanh Nguyen Phuong TranChi-Chuan YangHsuan-I HuangHsuan ChenPublished in: Educ. Inf. Technol. (2024)
Keyphrases
- augmented reality
- learning outcomes
- high school students
- high school
- learning experience
- individual differences
- learning processes
- collaborative learning
- learning environment
- middle school
- instructional strategies
- virtual reality
- mixed reality
- human computer interaction
- virtual objects
- college students
- learning styles
- pedagogical agents
- game based learning
- learning achievement
- learning gains
- serious games
- attitudes toward
- real environment
- learning process
- learning tools
- user experience
- helping students
- user interface
- grade students
- science learning
- e learning
- learning scenarios