Virtual and augmented reality effects on K-12, higher and tertiary education students’ twenty-first century skills

Author:

Papanastasiou GeorgeORCID,Drigas Athanasios,Skianis Charalabos,Lytras Miltiadis,Papanastasiou Effrosyni

Publisher

Springer Science and Business Media LLC

Subject

Computer Graphics and Computer-Aided Design,Human-Computer Interaction,Software

Reference82 articles.

1. Akçayır M, Akçayır G (2017) Advantages and challenges associated with augmented reality for education: a systematic review of the literature. Educ Res Rev 20:1–11

2. Anderson LW, Krathwohl DR, Airasian PW, Cruikshank KA, Mayer RE, Pintrich PR, Raths J, Wittrock MC (2001) A taxonomy for learning, teaching, and assessing: a revision of Bloom’s taxonomy of educational objectives (complete edition). Longman, New York

3. Ardila A (2016) Is “self-consciousness” equivalent to “executive function”? Psychol Neurosci 9(2):215

4. Bacca J, Baldiris S, Fabregat R, Graf S (2014) Augmented reality trends in education: a systematic review of research and applications. J Educ Technol Soc 17(4):133

5. Bellanca JA, Brandt RS (2010) 21st century skills: rethinking how students learn. Solution Tree Press, Bloomington

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