Combining Inquiry, Universal Design for Learning, Alternate Reality Games and Augmented Reality Technologies in Science Education: The IB-ARGI Approach and the Case of Magnetman

Author:

Sofianidis AngelosORCID,Skraparlis Christos,Stylianidou Nayia

Publisher

Springer Science and Business Media LLC

Reference80 articles.

1. Abdul Rabu, S. N., Mohamad, S. K., Awwad, S. A. B., Ismail, N. H. A., & Yeen, K. S. (2023). Effectiveness of inquiry-based learning with the aid of BLOSSOMS video on students’ performance and motivation. Education and Information Technologies, 28(9), 11469–11494.

2. Abrams, E., Southerland, S. A., & Evans, C. A. (2007). Inquiry in the classroom: Necessary components of a useful definition. In E. Abrams, S. A. Southerland, & P. Silva (Eds.), Inquiry in the science classroom: Realities and opportunities. Greenwich, CT: Information Age Publishing.

3. Acosta, J. L. B., Navarro, S. M. B., Gesa, R. F., & Kinshuk, K. (2019). Framework for designing motivational augmented reality applications in vocational education and training. Australasian Journal of Educational Technology, 35(3), 28–45.

4. Ahuja, A., Ainscow, M., Bouya-Aka, A., Cruz, M., Eklindh, K., & Ferreira, W. (2005). Guidelines for inclusion: Ensuring access to education for all. In Paris: UNESCO Available at https://unesdoc.unesco.org/ark:/48223/pf0000140224

5. Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1–11.

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