The Gamification of Physical Education Using Augmented Reality Technology
Author:
Publisher
Springer International Publishing
Link
https://link.springer.com/content/pdf/10.1007/978-3-031-54475-0_12
Reference54 articles.
1. Almenara JC, Vila RR (2019) The motivation of technological scenarios in Augmented Reality (AR): results of different experiments. Appl Sci (Switzerland) 9(14):1–16
2. Alonso-Fernández D, Gutiérrez-Sánchez Á, Portela-Pino I, Taboada-Iglesias Y (2022) Evaluation of applications for mobile devices on the practice of physical exercise in adolescents. Appl Sci (Switzerland) 12(6). https://doi.org/10.3390/app12062784
3. Alqahtani SE, AlNajdi SM (2023) Potential obstacles to adopting augmented reality (AR) technologies as pedagogical tools to support students learning in higher education. Interact Learn Environ. https://doi.org/10.1080/10494820.2023.2167840
4. Arici F, Yildirim P, Caliklar Ş, Yilmaz RM (2019) Research trends in the use of augmented reality in science education: content and bibliometric mapping analysis. Comput Educ 142:103647. https://doi.org/10.1016/j.compedu.2019.103647
5. Arufe-Giráldez V, Sanmiguel-Rodríguez A, Ramos-Álvarez O, Navarro-Patón R (2022) Gamification in physical education: a systematic review. Educ Sci 12(8):1–20. https://doi.org/10.3390/educsci12080540
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