EmoFindAR
Evaluation of a mobile multiplayer augmented reality game for primary school children
Datos Bibliográficos
| ID | 21538656 |
|---|---|
| Autores | Lissette López-Faican (0000-0002-9570-8778, Universidad Nacional de Loja, autor de correspondencia), Juan Javier (0000-0002-8815-9643, Universitat Politècnica de València) |
| Año | 2020 |
| Volumen | 149 |
| Páginas | 103814 |
| Fecha de publicación | 2020-05-01 |
| Peer Reviewed | Sí |
| Open Access | Sí |
| Tipo | ARTICLE |
| Revista | Computers & Education (JOURNAL) |
| Identificadores de la revista | ISSN: 0360-1315 • E-ISSN: 1873-782X |
| Editorial | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.compedu.2020.103814 |
| OpenAlex | W3002004994 |
| Idioma | EN |
| Citas recibidas | 21 |
| Referencias citadas | 23 |
Augmented reality · Human–computer interaction · Multimedia · Socialization · Augmented Reality Applications · Computer Science · Educational Games and Gamification · Psychology · Social Psychology · Virtual Reality Applications and Impacts
Development and Validation of a Questionnaire on Motivation for Cooperative Playful Learning Strategies
Influence of Gamification and Cooperative Work in Peer, Mixed and Interdisciplinary Teams on Emotional Intelligence, Learning Strategies and Life Goals That Motivate University Students to Study
Augmented Reality as a Resource for Improving Learning in the Physical Education Classroom
Exploring the Impact of Augmented Reality on Cognitive Load, Emotion, and Creative Performance
Beyond cognition
El empoderamiento de los turistas
The actualization of meta affordances
Values and valuing pedagogies in affect-focused mathematics teaching
Teachers’ Professional Training through Augmented Reality
Assessing EFL Students’ Performance and Self-Efficacy Using a Game-Based Learning Approach
Augmented Reality 3D Multibase Blocks at the Future Classroom Lab Through Active Methodology
Environmental factors around Primary School students in pornography exposure among electronic Age
Design and evaluation of an augmented reality cyberphysical game for the development of empathic abilities
Virtual reality and gamification in education
Developing Students’ Critical Thinking Skills and Argumentation Abilities Through Augmented Reality–Based Argumentation Activities in Science Classes
Exploring teacher immediacy-(non)dependency in the tutored augmented reality game-assisted flipped classrooms of English for medical purposes comprehension among the Asian students
Investigating the Effects of the AR System in Blended Learning Mode Through the 5E Learning Cycle on Elementary School Students' Science Learning Effects
Does augmented reality augment user affordance? The effect of technological characteristics on game behaviour
SocialTasksAR
Effects of integrating augmented reality into educational board games on students learning Taiwanese folk beliefs
Factors influencing the behavioral intention to adopt a technological innovation from a developing country context
Integrating augmented reality into problem based learning
Collaborative Learning Enhances Critical Thinking
Advantages and challenges associated with augmented reality for education
Benefits of collaborative learning
Emotional intelligence meets traditional standards for an intelligence
Augmented reality for STEM learning
Challenging games help students learn
From game design elements to gamefulness
Collaborative games
The Relationship of Student Ability and Small-Group Interaction to Student Achievement
Beyond Pokémon
| Obras citantes distintas | 21 |
|---|---|
| Citas por año | 3,5 |
| Intervalo de citas | 2020 - 2026 (7) |
| Velocidad de citación | current |
| Altamente citado | No |
| Tipos de cita | Neutras: 20 |