Risks and opportunities for youth in the digital era

V Stavropoulos, F Motti-Stefanidi… - European …, 2021 - econtent.hogrefe.com
Due to continued groundbreaking digital advancements, Internet use has increased
significantly. This has led to a heated debate in relation to weighing the many advantages of …

[HTML][HTML] Does project-based learning (PBL) promote student learning? a performance evaluation

B Ngereja, B Hussein, B Andersen - Education Sciences, 2020 - mdpi.com
The purpose of the study on which this paper is based was to conduct a performance
evaluation of student learning for an introductory course in project management in a higher …

Integrating augmented reality into mathematics teaching and learning and examining its effectiveness

T Koparan, H Dinar, ET Koparan, ZS Haldan - Thinking Skills and Creativity, 2023 - Elsevier
Innovative learning technologies and modernizing the education system can improve
education. In the last decade, the use of Augmented Reality (AR) has increased rapidly …

A Systematic Review of Studies on Augmented Reality Based Applications in Primary Education

H Çetin - International Journal of Education and Literacy …, 2022 - journals.aiac.org.au
This research aims to examine the researches based on augmented reality-based
applications conducted for primary school students between 2015-2021 and to determine …

Design and evaluation of an augmented reality cyberphysical game for the development of empathic abilities

L López-Faican, J Jaen - International Journal of Human-Computer Studies, 2023 - Elsevier
Emotional deficits such as lack of empathy in children and adolescents are strong predictors
of developing antisocial behavior, making inappropriate moral judgments, difficulties in …

[HTML][HTML] Implementation of a playful microproject based on traditional games for working on mathematical and scientific content

A Fernández-Oliveras, MJ Espigares-Gámez… - Education …, 2021 - mdpi.com
According to previous research, we consider it necessary to extend the use of games, as
mediating elements, in the learning of STEAM (Science, Technology, Engineering, Arts and …

Applying the time continuum model of motivation to explain how major factors affect mobile learning motivation: a comparison of SEM and fsQCA

M Fan, JW Ndavi, SA Qalati, L Huang… - Online Information Review, 2022 - emerald.com
Purpose Studying mobile learning–the use of electronic devices (ie cellphone and tablets) to
engage in learning across multiple contexts via connection to peers, media, experts and the …

[HTML][HTML] Guidelines for teacher training in mobile augmented reality games: Hearing the teachers' voices

L Pombo, MM Marques - Education Sciences, 2021 - mdpi.com
Mobile augmented reality games (MARGs) can be leveraged for educational purposes, as
there are several examples in the literature revealing their educational value. The …

Estrategias de aprendizaje a través de los juegos digitales en un contexto universitario

FSC Pimentel, MM Marques… - … de comunicación y …, 2022 - redined.educacion.gob.es
La relación entre los juegos digitales y la movilización de estrategias de aprendizaje
cognitivas y metacognitivas merece atención y requiere investigaciones que contribuyan a …

A mobile augmented reality mathematics card game for learning prism

NI Nabila, SN Junaini - International Journal of Computing and …, 2021 - journal.uob.edu.bh
Mathematics education has benefited from the increase in popularity of augmented reality
(AR) technology. However, no game-based AR application has been developed specifically …