Using an Augmented-Reality Game-Based Application to Enhance Language Learning and Motivation of Elementary School EFL Students: A Comparative Study in Rural and Urban Areas
Author:
Publisher
Springer Science and Business Media LLC
Subject
Education
Link
https://link.springer.com/content/pdf/10.1007/s40299-023-00729-x.pdf
Reference54 articles.
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3. Azuma, R., 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
4. Caena, F., & Redecker, C. (2019). Aligning teacher competence frameworks to 21st century challenges: The case for the European Digital Competence Framework for Educators (Digcompedu). European Journal of Education, 54(3), 356–369. https://doi.org/10.1111/ejed.12345
5. Chen Hsieh, J. (2021). Digital storytelling outcomes and emotional experience among middle school EFL learners: Robot-assisted versus powerpoint-assisted mode. TESOL Quarterly, 55(3), 994–1010. https://doi.org/10.1002/tesq.3043
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