Observation and analysis of a classroom teaching and learning practice based on augmented reality and serious games on mobile platforms
This qualitative research is part of a learning effort to better understand how serious games are exploited in a science education context. The research team examined this issue by focusing on augmented reality as a technological innovation imbedded on a tablet. Given the current state of knowledge...
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Main Authors: | , , , , |
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Format: | Book |
Published: |
Serious Games Society,
2015-06-01T00:00:00Z.
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Online Access: | Connect to this object online. |
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Internet
Connect to this object online.3rd Floor Main Library
Call Number: |
A1234.567 |
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Copy 1 | Available |