Augmented Reality and programming education: A systematic review

A Theodoropoulos, G Lepouras - International Journal of Child-Computer …, 2021 - Elsevier
Abstract In recent years, Augmented Reality (AR) usage in the learning process has been
growing. AR tools and environments lead to a variety of positive outcomes and impacts for …

Applications analyses, challenges and development of augmented reality in education, industry, marketing, medicine, and entertainment

DC Villagran-Vizcarra, D Luviano-Cruz… - Applied Sciences, 2023 - mdpi.com
This study aims to develop systematic research about augmented reality (AR) problems,
challenges, and benefits in the current applications of five fields of interest. Articles were …

Augmented versus virtual reality in education: An exploratory study examining science knowledge retention when using augmented reality/virtual reality mobile …

KT Huang, C Ball, J Francis, R Ratan… - … , Behavior, and Social …, 2019 - liebertpub.com
The propagation of augmented reality (AR) and virtual reality (VR) applications that leverage
smartphone technology has increased along with the ubiquity of smartphone adoption …

Combating against potentially harmful mobile apps

M Suleman, TR Soomro, TM Ghazal… - … Conference on Artificial …, 2021 - Springer
Mobile apps make our life much easier and simple in other aspects number of potentially
harmful applications are making Smartphone users un-secure. Smartphone apps are often …

Covid-19 pandemic and its impact on increasing the risks of children's addiction to electronic games from a social work perspective

W Elsayed - Heliyon, 2021 - cell.com
Children are among the social groups most affected by the COVID-19 pandemic because
they have found themselves forced to stay at home, far from their schoolmates, their friends …

Gamification in the e-learning process for children with attention deficit hyperactivity disorder (ADHD)

AS Putra, HLHS Warnars, BS Abbas… - 2018 Indonesian …, 2018 - ieeexplore.ieee.org
The technology that has developed at this time has been very advanced and very
sophisticated, one industry that is growing with the times is the games industry, increasingly …

Aprendizaje con videojuegos con realidad aumentada en educación primaria

VM Diaz, MM Díaz, ER Urbano - Revista De Ciencias Sociales, 2020 - dialnet.unirioja.es
Las metodologías de aula se están reformulando gracias al avance de las tecnologías
emergentes en el ámbito educativo. Los videojuegos, así como la Realidad Aumentada se …

Virtual reality and games

C Cruz-Neira, M Fernández, C Portalés - Multimodal Technologies and …, 2018 - mdpi.com
The concept of Virtual Reality (VR) dates back to around 1930, where different technologies
and concepts arise. For instance, in 1929 Edward Link created the Link Trainer (further …

[HTML][HTML] Systematic literature review on health effects of playing Pokémon Go

AI Wang - Entertainment Computing, 2021 - Elsevier
Pokémon Go is one of the most successful mobile games of all time and has motivated its
users to become physically active, socialize, and spend more time outdoors. There have …

Development of UTAUT-based augmented reality acceptance scale: A validity and reliability study

AB Ustun, FG Karaoglan-Yilmaz, R Yilmaz… - Education and …, 2024 - Springer
The primary aim of the study is to develop an augmented reality (AR) acceptance scale
within the framework of the unified theory of acceptance and use of technology (UTAUT) …