Using Augmented Reality to engage STEM students with an authentic curriculum
This paper reports on the introduction of a set of 'Augmented Reality' (AR) tasks, offering an innovative, real world and problem based set of activities for a group of first year University Gaming and Computer Science students. Our initial research identifies a gap in the perceptions of S...
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Format: | Book |
Published: |
European Alliance for Innovation (EAI),
2016-06-01T00:00:00Z.
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Call Number: |
A1234.567 |
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