In the last years, there has been an increasing interest in the design of video games as a tool for education, training, health promotion, socialization, etc. Usability, which is a key …
S Criollo-C, D Abad-Vásquez, M Martic-Nieto… - Applied Sciences, 2021 - mdpi.com
With the rise of information technology and digitization, education has been faced with the need to adopt new learning models using technology to create innovative educational …
Existing situated visualization models assume the user is able to directly interact with the objects and spaces to which the data refers (known as physical referents). We review a …
D Avila-Pesantez, LA Rivera… - 2018 IEEE Global …, 2018 - ieeexplore.ieee.org
Attention Deficit-Hyperactivity Disorder is the most common childhood neurodevelopment disorder that globally affects 3 to 5 percent of children. Several computerized training …
Research on Augmented Reality (AR) in education has demonstrated that AR applications designed with diverse components boost student motivation in educational settings …
AF Batista, M Thiry, RQ Gonçalves… - Informatics in Education, 2020 - ceeol.com
This research discusses the use of Augmented Reality, Virtual Reality and Mixed Reality technology applications in the learning process of relevant content to the Computer Science …
Serious Games (SG) have a particular ability to motivate and engage in the therapeutic and learning process. There are multiple approaches based on methodologies, frameworks, and …
N Ahmad, A Rextin, UE Kulsoom - Information and Software Technology, 2018 - Elsevier
Context Several usability guidelines have been proposed to improve the usability of smartphone apps. These guidelines can be classified into three disjoint sets: platform …
The implementation of usability in mobile augmented reality (MAR) learning applications has been utilized in a myriad of standards, methodologies, and techniques. The usage and …