The Effectiveness of Incorporating Augmented Reality Board Game into Temple Culture
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Publisher
Springer International Publishing
Link
https://link.springer.com/content/pdf/10.1007/978-3-031-15273-3_50
Reference14 articles.
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3. Eltahir, M., Alsalhi, N.R., Al-Qatawneh, S., AlQudah, H.A., Jaradat, M.: The impact of game-based learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education. Educ. Inf. Technol. 26, 3251–3278 (2021). https://doi.org/10.1007/s10639-020-10396-w
4. Tokac, U., Novak, E., Thompson, C.G.: Effects of game-based learning on students’ mathematics achievement: a meta-analysis. J. Comput. Assist. Learn. 35, 407–420 (2019)
5. Lin, H.-C.K., Lin, Y.-H., Wang, T.-H., Su, L.-K., Huang, Y.-M.: Effects of incorporating augmented reality into a board game for high school students’ learning motivation and acceptance in health education. Sustainability 13, 3333 (2021)
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