Studies on augmented reality (AR) in education and in particular AR games in education are gaining impetus worldwide. This area has been actively developing over the past decades relative to the dawn of the 4th industrial revolution and the rapid growth of digital technologies. The present review in the field of educational AR consists of a focused literature review on specific research questions regarding the effective utilization of AR in education and AR gaming applications in the everyday classroom. Moreover, the review studies knowledge and skills’ enhancement, teachers’ roles, relevant theories, and evaluation techniques. From the analysis of 78 selected articles, specific conclusions are drawn and a proposition of a series of recommendations and future research in certain areas of educational AR is portrayed. Respectively, considered, several acknowledged issues and limitations regarding the research and the subject area such as infrastructure, curriculum correspondence, AR games in classroom instruction and evaluation as well as the educators’ acceptance and contribution.
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Article Type: Review Article
Computers and Children, 2022, Volume 1, Issue 1, Article No: em002
Publication date: 25 Mar 2022
Article Views: 1213
Article Downloads: 2120Open Access References How to cite this article
- Akcayır, M., & Akcayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11. https://doi.org/10.1016/j.edurev.2016.11.002
- Arbaugh, J. B. (2004). Learning to learn online: A study of perceptual changes between multiple online course experiences. Internet and Higher Education, 7(3), 169-182. https://doi.org/10.1016/j.iheduc.2004.06.001
- Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators and Virtual Environments, 6(4), 355-385. https://doi.org/10.1162/pres.1918.104.22.1685
- Azuma, R. T., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE Computer Graphics and Applications, 21(6), 34-47. https://doi.org/10.1109/38.963459
- Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review, 84(2), 191-215. https://doi.org/10.1037/0033-295X.84.2.191
- Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., & Berta, R. (2013). Assessment in and of serious games: An overview. Advances in Human-Computer Interaction, 2013, 136864. https://doi.org/10.1155/2013/136864
- Benford, S., Anastasi, R., Flintham, M., Drozd, A., Crabtree, A., & Greenhalgh, C. (2003). Coping with uncertainty in a location-based game. IEEE Pervasive Computing, 2(3), 34-41. https://doi.org/10.1109/MPRV.2003.1228525
- Billinghurst, M., & Duenser, A. (2012). Augmented reality in the classroom. Computer, 45(7), 56-63. https://doi.org/10.1109/MC.2012.111
- Billinghurst, M., Clark, A., & Lee, G. (2015). A survey of augmented reality. Foundations and Trends in Human-Computer Interaction, 8(2-3), 73-272. https://doi.org/10.1561/1100000049
- Bimber, O., & Raskar, R. (2005). Spatial augmented reality: Merging real and virtual worlds. CRC Press. https://doi.org/10.1201/b10624
- Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented reality in education-cases, places, and potentials. Educational Media International, 51(1), 1-15. https://doi.org/10.1080/09523987.2014.889400
- Brom, C., Šisler, V., & Slavík, R. (2010). Implementing digital game-based learning in schools: Augmented learning environment of ‘Europe 2045’. Multimedia Systems, 16(1), 23-41. https://doi.org/10.1007/s00530-009-0174-0
- Brower, A. M., Humphreys, D., Karoff, R., & Kallio, S. (2017). Designing quality into direct-assessment competency-based education. The Journal of Competency-Based Education, 2(2). https://doi.org/10.1002/cbe2.1043
- Bujak, K. R., Radu, I., Catrambone, R., MacIntyre, B., Zheng, R., & Golubski, G. (2013). A psychological perspective on augmented reality in the mathematics classroom. Computers & Education, 68, 536-544. https://doi.org/10.1016/j.compedu.2013.02.017
- Burke, J. W., McNeill, M. D. J., Charles, D. K., Morrow, P. J., Crosbie, J. H., & Mcdonough, S. M. (2010). Augmented reality games for upper-limb stroke rehabilitation. In Proceedings of the 2nd International Conference on Games and Virtual Worlds for Serious Applications (pp. 75-78). https://doi.org/10.1109/VS-GAMES.2010.21
- Campbell, R. J., Robinson, W., Neelands, J., Hewston, R., & Mazzoli, L. (2007). Personalised learning: Ambiguities in theory and practice. British Journal of Educational Studies, 55(2), 135-154. https://doi.org/10.1111/j.1467-8527.2007.00370.x
- Carrera, C. C., & Asensio, L. A. B. (2017). Augmented reality as a digital teaching environment to develop spatial thinking. Cartography and Geographic Information Science, 44(3), 259-270. https://doi.org/10.1080/15230406.2016.1145556
- Casas, L., Ciccone, L., Cimen, G., Wiedenmann, P., Fauconneau, M., Summer, R., & Mitchell, K. (2018). Multi-reality games: An experience across the entire reality-virtuality continuum. In Proceedings of the 16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry (pp. 1-4). https://doi.org/10.1145/3284398.3284411
- Chang, K.-E., Chang, C.-T., Hou, H.-T., Sung, Y.-T, Chao, H.-L., & Lee, C.-M. (2014). Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum. Computers and. Education, 71, 185-197. https://doi.org/10.1016/j.compedu.2013.09.022
- Chen, Y.-C. (2006). A study of comparing the use of augmented reality and physical models in chemistry education. In Proceedings of the 2006 International Conference on Virtual Reality Continuum and its Applications. ACM.
- Chen, C.-M., & Tsai, Y.-N. (2012). Interactive augmented reality system for enhancing library instruction in elementary schools. Computers & Education, 59(2), 638-652. https://doi.org/10.1016/j.compedu.2012.03.001
- Chen, C.-P., & Wang, C.-H. (2015). Employing augmented-reality-embedded instruction to disperse the imparities of individual differences in earth science learning. Journal of Science Education and Technology, 24, 835-847. https://doi.org/10.1007/s10956-015-9567-3
- Costanza, E., Kunz, A., & Fjeld, M. (2009). Mixed reality: A survey. In D. Lalanne, & J. Kohlas (Eds.), Human machine interaction (pp. 47-68). Springer. https://doi.org/10.1007/978-3-642-00437-7_3
- Crompton, P. (1996). Evaluation: A practical guide to methods. http://www.icbl.hw.ac.uk/ltdi/implementing-it/eval.pdf
- da Silva, M. M. O., Roberto, R. A., Teichrieb, V., & Cavalcante, P. S. (2016). Towards the development of guidelines for educational evaluation of augmented reality tools. In Proceedings of the 2016 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual Augmented Reality (pp 17-21). https://doi.org/10.1109/KELVAR.2016.7563677
- Das, P., Zhu, M., McLaughlin, L., Bilgrami, Z., & Milanaik, R. L. (2017). Augmented reality video games: New possibilities and implications for children and adolescents. Multimodal Technologies and Interaction, 1(2), 8. https://doi.org/10.3390/mti1020008
- Davis, F. D. (1989). Perceived usefulness, perceived ease of Uuse, and user acceptance of information technology. MIS Quarterly, 13, 319-340. https://doi.org/10.2307/249008
- Dede, C. (2009). Immersive interfaces for engagement and learning. Science, 323(5910), 66-69. https://doi.org/10.1126/science.1167311
- Dexter, S.L., Anderson, R. E., & Ronnkvist, A. M. (2002). Quality technology support: What is it? Who has it? and what difference does it make? Journal of Educational Computing Research, 26(3), 265. https://doi.org/10.2190/WFRB-PE10-WAMJ-G2P1
- Dunleavy, M., & Dede, C. (2014). Augmented reality teaching and learning. In J. M. Spector, M. D. Merrill, J. Elen, & M. J. Bishop (Eds.), Handbook of research on educational communications and technology (pp. 735-745). Springer. https://doi.org/10.1007/978-1-4614-3185-5_59
- Ebbeck, M., Yim, H. Y. B., Chan, Y., & Goh, M. (2016). Singaporean parents’ views of their young children’s access and use of technological devices. Early Childhood Education Journal, 44, 127-134. https://doi.org/10.1007/s10643-015-0695-4
- Efstathiou, I., Kyza, E. A., & Georgiou, Y. (2018). An inquiry-based augmented reality mobile learning approach to fostering primary school students’ historical reasoning in non-formal settings. Interactive Learning Environments, 26(1), 22-41. https://doi.org/10.1080/10494820.2016.1276076
- Ertmer, P. A., Ottenbreit-Leftwich, A. T., Sadik, O., Sendurur, E., & Sendurur, P. (2012). Teacher beliefs and technology integration practices: A critical relationship. Computers & Education, 59(2), 423-435. https://doi.org/10.1016/j.compedu.2012.02.001
- Ferrer-Torregrosa, J., Torralba, J., Jimenez, M. A., García, S., & Barcia, J. M. (2015). ARBOOK: Development and assessment of a tool based on augmented reality for anatomy. Journal of Science Education and Technology, 24(1), 119-124. https://doi.org/10.1007/s10956-014-9526-4
- Fotaris, P., Pellas, N., Kazanidis, I., & Smith, P. (2017). A systematic review of augmented reality game-based applications in primary education. In Proceedings of the 11th European conference on games-based learning (pp. 181-190).
- Gough, D., Oliver, S., & Thomas, J. (Eds.). (2017). An introduction to systematic reviews. SAGE.
- Green, L. S., Hechter, R. P., Tysinger, P. D., & Chassereau, K. D. (2014). Mobile app selection for 5th through 12th grade science: The development of the MASS rubric. Computers & Education, 75, 65-71. https://doi.org/10.1016/j.compedu.2014.02.007
- Haus, G., Ludovico, L., Pagani, E., & Scarabottolo, N. (2019). 5G technology for augmented and virtual reality in education. In Proceedings of the International Conference on Education and New Developments (pp. 512-516). https://doi.org/10.36315/2019v1end116
- Hirumi, A., Appelman, B., Rieber, L., & Van Eck, R. (2010). Preparing instructional designers for game-based learning: Part 2. TechTrends, 54, 19-27. https://doi.org/10.1007/s11528-010-0416-1
- Hsiao, H.-S., Chang, C.-S., Lin, C.-Y., & Wang, Y.-Z. (2016). Weather observers: A manipulative augmented reality system for weather simulations at home, in the classroom, and at a museum. Interactive Learning Environments, 24(1), 205-223. https://doi.org/10.1080/10494820.2013.834829
- Hsu, Y.-C., Hung, J.-L., & Ching, Y.-H. (2013). Trends of educational technology research: More than a decade of international research in six SSCI-indexed refereed journals. Educational Technology Research and Development, 61, 685-705. https://doi.org/10.1007/s11423-013-9290-9
- Huang, T.-C., Chen, C.-C., & Chou, Y.-W. (2016). Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment. Computers & Education, 96, 72-82. https://doi.org/10.1016/j.compedu.2016.02.008
- Ibáñez, M. B., Di Serio, Á., Villarán, D., & Kloos, C. D. (2014). Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness. Computures & Education, 71, 1-13. https://doi.org/10.1016/j.compedu.2013.09.004
- Illeris, K. (2018). Contemporary theories of learning: Learning theorists…in their own words. Routledge. https://doi.org/10.4324/9781315147277
- Jang, J., Ko, Y., Shin, W. S., & Han, I. (2021). Augmented reality and virtual reality for learning: An examination using an extended technology acceptance model. IEEE Access, 9, 6798-6809. https://doi.org/10.1109/ACCESS.2020.3048708
- Jerry, T. F. L., & Aaron, C. C. E. (2010). The impact of augmented reality software with inquiry-based learning on students’ learning of kinematics graph. In Proceedings of the 2nd International Conference on Education Technology and Computer (pp. V2-1–V2-5). IEEE. https://doi.org/10.1109/ICETC.2010.5529447
- Johnson, L., Adams, S., & Cummins, M. (2012). NMC horizon report: 2012 K-12 edition. The New Media Consortium.
- Johnson, L., Becker, S. A., Cummins, M., Estrada, V., Freeman, A., & Hall, C. (2016). NMC horizon report: 2016 higher education edition. The New Media Consortium.
- Johnson, L., Smith, R., Levine, A., & Haywood, K. (2010). The 2010 horizon report: Australia–New Zealand edition. The New Media Consortium. https://doi.org/10.1111/j.2151-6952.2010.00064.x
- Kari, T. (2016). Pokémon GO 2016: Exploring situational contexts of critical incidents in augmented reality. Journal of Virtual Worlds Research, 9(3), 1-12. https://doi.org/10.4101/jvwr.v9i3.7239
- Kaufmann, H., & Schmalstieg, D. (2003). Mathematics and geometry education with collaborative augmented reality. Computers & Graphics, 27(3), 339-345. https://doi.org/10.1016/S0097-8493(03)00028-1
- Kerawalla, L., Luckin, R., Seljeflot, S., & Woolard, A. (2006). Making it real: Exploring the potential of augmented reality for teaching primary school science. Virtual Reality, 10, 163-174. https://doi.org/10.1007/s10055-006-0036-4
- Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13-24. https://doi.org/10.1016/j.iheduc.2004.12.001
- Klopfer, E., & Sheldon, J. (2010). Augmenting your own reality: Student authoring of science-based augmented reality games. New Directions for Youth Development, 2010(128), 85-94. https://doi.org/10.1002/yd.378
- Knowles, M. S. (1970). The modern practice of adult education: Androgogy versus pedagogy. New York Association Press.
- Kolb, D. A. (2014). Experiential learning: Experience as the source of learning and development. FT Press.
- Kouloumbaritsi, A. Ch., & Matsagouras, H. G. (2004). Student file: The authentic assessment in interdisciplinary teaching. In P. A. Angelidis, & G. G. Mavroidi (Eds.), Educational innovations for the school of the future. Typothito- G. Dardanos.
- Koutromanos, G., Sofos, A., & Avraamidou, L. (2015). The use of augmented reality games in education: A review of the literature. Educational Media International, 52(4), 253-271. https://doi.org/10.1080/09523987.2015.1125988
- Lin, T.-J., Duh, H. B.-L., Li, N., Wang, H.-Y., & Tsai, C.-C. (2013). An investigation of learners’ collaborative knowledge construction performances and behavior patterns in an augmented reality simulation system. Computers & Education, 68, 314-321. https://doi.org/10.1016/j.compedu.2013.05.011
- Lindsay, G. (2007). Educational psychology and the effectiveness of inclusive education/mainstreaming. The British Journal of Educational Psychology, 77, 1-24. https://doi.org/0.1348/000709906X156881
- Liu, P.-H. E., & Tsai, M.-K. (2013). Using augmented-reality-based mobile learning material in EFL English composition: An exploratory case study. British Journal of Educational Technology, 44(1), E1-E4. https://doi.org/10.1111/j.1467-8535.2012.01302.x
- Lu, S. J., & Liu, Y. C. (2015). Integrating augmented reality technology to enhance children’s learning in marine education. Environmental Education Research, 21(4), 525-541. https://doi.org/10.1080/13504622.2014.911247
- Mayer, R. E. (2009). Multimedia learning. Cambridge University Press.
- Mayer, R. E. (2017). Using multimedia for e-learning. Journal of Computer Assisted Learning, 33(5), 403-423. https://doi.org/10.1111/jcal.12197
- McLellan, H. (1996). Evaluation in a situated learning environment. Educational Technology, 33(3), 39-45.
- Melanie, J. M., & Hughes, J. M. (2020). Virtual, augmented, and mixed reality in K-12 education: A review of the literature. Technology, Pedagogy and Education, 29(2), 231-249. https://doi.org/10.1080/1475939X.2020.1737210
- Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1995). Augmented reality: A class of displays on the reality-virtuality continuum. In Proceedings of the SPIE Telemanipulator and Telepresence Technologies (pp. 282-292). https://doi.org/10.1117/12.197321
- Novak, G., Gavrin, A., Christian, W., Patterson, E., & Novak, G. M. (1999). Just-in-time teaching: Blending active learning with web technology. Addison-Wesley Professional. https://doi.org/10.1119/1.19159
- NSB. (2007). National action plan for addressing the critical needs of the U.S. science, technology, engineering and mathematics education system. National Science Board. www.nsf.gov/nsb/documents/2007/stem_action.pdf
- Ok, M. W., Kim, M. K., Kang, E. Y., & Bryant, B. R. (2016). How to find good apps: An evaluation rubric for instructional apps for teaching students with learning disabilities. Intervention in School and Clinic, 51(4), 244-252. https://doi.org/10.1177/1053451215589179
- Ometov, A., Shubina, V., Klus, L., Skibińska, J., Saafi, S., Pascacio, P., Flueratoru, L., Gaibor, D. Q., Chukhno, N., Chukhno, O., Ali, A., Channa, A., Svertoka, E., Qaim, W. B., Casanova-Marqués, R., Holcer, S., Torres-Sospedra, J., Casteleyn, S., Ruggeri, G., …, & Lohan, E. S. (2021). A survey on wearable technology: History, state-of-the-art and current challenges. Computer Networks, 193, 108074. https://doi.org/10.1016/j.comnet.2021.108074
- Overbay, A., Patterson, A. S., Vasu, E. S., & Grable, L. L. (2010). Constructivism and technology use: Findings from the impacting leadership project. Educational Media International, 47(2), 103-120. https://doi.org/10.1080/09523987.2010.492675
- Papadakis, S., Kalogiannakis, M., & Zaranis, N. (2017). Designing and creating an educational app rubric for preschool teachers. Education Information Technology, 22(6), 3147-3165. https://doi.org/10.1007/s10639-017-9579-0
- Parette, H. P., Quesenberry, A. C., & Blum, C. (2010). Missing the boat with technology usage in early childhood settings: A 21st century view of developmentally appropriate practice. Early Childhood Education Journal, 37, 335-343. https://doi.org/10.1007/s10643-009-0352-x
- Petropoulou, O., Kasimati, K., & Retalis, S. (2015). Modern forms of educational evaluation with utilization of educational technologies. Association of Greek Academic Libraries.
- Potkonjak, V., Gardner, M., Callaghan, V., Mattila, P., Guetl, C., Petrović, V. M., & Jovanović, K. (2016). Virtual laboratories for education in science, technology, and engineering: A review. Computers & Education, 95, 309-327. https://doi.org/10.1016/j.compedu.2016.02.002
- Prensky, M. (2001). Digital Game-Based Learning. McGraw-Hill.
- Radosavljevic, S., Radosavljevic, V., & Grgurovic, B. (2020). The potential of implementing augmented reality into vocational higher education through mobile learning. Interactive Learning Environments, 28(4), 404-418. https://doi.org/10.1080/10494820.2018.1528286
- Rasimah, C. M. Y., Ahmad, A., & Zaman, H. B. (2011). Evaluation of user acceptance of mixed reality technology. Australasian Journal of Educational Technology, 27(8). https://doi.org/10.14742/ajet.899
- Reilly, J. M., & Dede, C. (2019). Augmented reality in education. In Y. Zhang Y., & D. Cristol (Eds.), Handbook of mobile teaching and learning. Springer. https://doi.org/10.1007/978-981-13-2766-7_126
- Rosenbaum, E., Klopfer, E., & Perry, J. (2007). On location learning: Authentic applied science with networked augmented realities. Journal of Science Education and Technology, 16, 31-45. https://doi.org/10.1007/s10956-006-9036-0
- Salomon, G., & Perkins, D. N. (1998). Chapter 1: Individual and social aspects of learning. Review of Research in Education, 23(1), 1-24. https://doi.org/10.3102/0091732X023001001
- Saltan, F., & Arslan, O. (2017). The use of augmented reality in formal education: A scoping review. EURASIA Journal of Mathematics, Science and Technology Education, 13(2), 503-520. https://doi.org/10.12973/eurasia.2017.00628a
- Santos, R. R. O., Vieira, J. N., Ribeiro, M. S. S., da Silva, C. M. L., Lasalvia, V. C., & de Santana Padilha Neto, A. (2019). A professional teacher work agenda teaching in higher education. Creative Education, 10(7), 1383-1399. https://doi.org/10.4236/ce.2019.107103
- Scriven, M. (1991). Beyond formative and summative evaluation. Teachers College Record: The Voice of Scholarship in Education, 92(6), 19-64. https://doi.org/10.1177/016146819109200603
- Serino, M., Cordrey, K., McLaughlin, L., & Milanaik, R. L. (2016). Pokémon Go and augmented virtual reality games: A cautionary commentary for parents and pediatricians. Current Opinion in Pediatrics, 28(5), 673-677. https://doi.org/10.1097/MOP.0000000000000409
- Slater, M., & Sanchez-Vives, M. V. (2016). Enhancing our lives with immersive virtual reality. Frontiers in Robotics and AI. https://doi.org/10.3389/frobt.2016.00074
- Sommerauer, P., & Müller, O. (2014). Augmented reality in informal learning environments: A field experiment in a mathematics exhibition. Computers & Education, 79, 59-68. https://doi.org/10.1016/j.compedu.2014.07.013
- Sorden, S. D. (2013). The cognitive theory of multimedia learning. In B. J. Irby, G. Brown, R. Lara-Alecio, & S. Jackson (Eds.), The handbook of educational theories (pp. 155-167). IAP Information Age Publishing.
- Squire, K., & Jan, M. (2007). Mad city mystery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers. Journal of Science Education and Technology, 16, 5-29. https://doi.org/0.1007/s10956-006-9037-z
- Starner, T., Mann, S., Rhodes, B., Levine, J., & Healey, J., Kirsch, D., Picard, R., & Pentland, A. (1997). Augmented reality through wearable computing. Presence Teleoperators & Virtual Environments, 6(4), 386-398. https://doi.org/10.1162/pres.1922.214.171.1246
- Tarng, W., & Ou, K.-L. (2012). A study of campus butterfly ecology learning system based on augmented reality and mobile learning. In Proceedings of the 2012 IEEE 7th International Conference on Wireless, Mobile and Ubiquitous Technology in Education (pp. 62-66). https://doi.org/10.1109/WMUTE.2012.17
- Teichner, A. M. (2014). Augmented education: Using augmented reality to enhance K-12 education. In Proceedings of the 2014 ACM Southeast Regional Conference (pp. 1-3). https://doi.org/10.1145/2638404.2638519
- Thornton, T., Ernst, J. V., & Clark, A. C. (2012). Augmented reality as a visual and spatial learning tool in technology education. Technology and Engineering Teacher, 71(8), 18-21.
- Tomi, A.B., & Rambli, D.R. A. (2013). An interactive mobile augmented reality magical playbook: Learning number with the thirsty crow. Procedia Computer Science, 25, 123-130. https://doi.org/10.1016/j.procs.2013.11.015
- Tzima, S., & Styliaras, G., & Bassounas, A. (2019). Augmented reality applications in education: Teachers point of view. Education Sciences, 9(2), 99. https://doi.org/10.3390/educsci9020099
- Vallino, J. R. (1998). Interactive augmented reality [PhD thesis, University of Rochester].
- Van Eck, R. (2006). Digital game-based learning: It’s not just the digital natives who are restless. EDUCAUSE Review, 41(2), 16.
- Wen, Y., & Looi, C.-K. (2019). Review of augmented reality in education: Situated learning with digital and non-digital resources. In: P. Díaz, A. Ioannou, K. Bhagat, & J. Spector (Eds.), Learning in a digital world (pp. 179-193). Springer. https://doi.org/10.1007/978-981-13-8265-9_9
- Wenger, E. (1998). Communities of practice: Learning, meaning, and identity. Cambridge University Press. https://doi.org/10.1017/CBO9780511803932
- Wojciechowski, R., & Cellary, W. (2013). Evaluation of learners’ attitude toward learning in ARIES augmented reality environments. Computers & Education, 68, 570-585. https://doi.org/0.1016/j.compedu.2013.02.014
- Wu, H.-K., Lee, S. W.-Y., Chang, H.-Y., & Liang, J.-C. (2013). Current status, opportunities, and challenges of augmented reality in education. Computers in Education, 62, 41-49. https://doi.org/10.1016/j.compedu.2012.10.024
- Yang, M.-T., & Liao, W.-C. (2014). Computer-assisted culture learning in an online augmented reality environment based on free-hand gesture interaction. IEEE Transactions on Learning Technologies, 7(2), 107-117. https://doi.org/10.1109/TLT.2014.2307297
How to cite this article
Amanatidis, N. (2022). Augmented Reality in Education and Educational Games-Implementation and Evaluation: A Focused Literature Review. Computers and Children, 1(1), em002. https://doi.org/10.29333/cac/11925
Amanatidis N. Augmented Reality in Education and Educational Games-Implementation and Evaluation: A Focused Literature Review. Computers and Children. 2022;1(1):em002. https://doi.org/10.29333/cac/11925
Amanatidis N. Augmented Reality in Education and Educational Games-Implementation and Evaluation: A Focused Literature Review. Computers and Children. 2022;1(1), em002. https://doi.org/10.29333/cac/11925
Amanatidis, Nikolaos. "Augmented Reality in Education and Educational Games-Implementation and Evaluation: A Focused Literature Review". Computers and Children 2022 1 no. 1 (2022): em002. https://doi.org/10.29333/cac/11925
Amanatidis, N. (2022). Augmented Reality in Education and Educational Games-Implementation and Evaluation: A Focused Literature Review. Computers and Children, 1(1), em002. https://doi.org/10.29333/cac/11925
Amanatidis, Nikolaos "Augmented Reality in Education and Educational Games-Implementation and Evaluation: A Focused Literature Review". Computers and Children, vol. 1, no. 1, 2022, em002. https://doi.org/10.29333/cac/11925