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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Hoofdauteurs: Sylvie Barma (Auteur), Sylvie Daniel (Auteur), Nathalie Bacon (Auteur), Marie-Andrée Gingras (Auteur), Mathieu Fortin (Auteur)
Formaat: Boek
Gepubliceerd in: Serious Games Society, 2015-06-01T00:00:00Z.
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