Tangible Solutions for Learning Basic Math Skills: Exploring Concepts of Emotions and Enaction
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Publisher
Springer International Publishing
Link
https://link.springer.com/content/pdf/10.1007/978-3-030-77943-6_9
Reference28 articles.
1. Arroyo, I., Micciollo, M., Casano, J., Ottmar, E., Hulse, T., Rodrigo, M.M.: Wearable learning: Multiplayer embodied games for math. In: Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2017, pp. 205–216. Association for Computing Machinery, New York (2017). https://doi.org/10.1145/3116595.3116637
2. Bujak, K.R., Radu, I., Catrambone, R., MacIntyre, B., Zheng, R., Golubski, G.: A psychological perspective on augmented reality in the mathematics classroom. Comput. Educ. 68, 536–544 (2013). https://doi.org/10.1016/j.compedu.2013.02.017
3. Lecture Notes in Computer Science;R Caceffo,2019
4. Casano, J., Tee, H., Agapito, J., Arroyo, I., Rodrigo, M.M.T.: Migration and evaluation of a framework for developing embodied cognition learning games. In: Proceedings of the 3rd Asia-Europe Symposium on Simulation & Serious Gaming, pp. 199–203 (2016)
5. Cunha, G.C.A., Barraqui, L.P., de Freitas, S.A.A.: Evaluating the use of gamification in mathematics learning in primary school children. In: 2018 IEEE Frontiers in Education Conference (FIE), pp. 1–4 (2018). https://doi.org/10.1109/FIE.2018.8658950
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