Using augmented reality and knowledge-building scaffolds to improve learning in a science museum

Author:

Yoon Susan A.,Elinich Karen,Wang Joyce,Steinmeier Christopher,Tucker Sean

Publisher

Springer Science and Business Media LLC

Subject

Human-Computer Interaction,Education

Reference47 articles.

1. Allen, S. (2002). Looking for learning in visitor talk: A methodological exploration. In G. Leinhardt, K. Crowley, & K. Knutson (Eds.), Learning conversations in museums (pp. 259–303). Mahwah: Lawrence Erlbaum Associates.

2. Azuma, R. (1997). A survey of augmented reality. Teleoperators and Virtual Environments, 6(4), 355–385.

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.

4. Bereiter, C. (2002). Education and mind in the knowledge age. Mahwah: Lawrence Erlbaum Associates.

5. Bereiter, C., & Scardamalia, M. (2003). Learning to work creatively with knowledge. In E. De Corte, L. Verschaffel, N. Entwistle, & J. van Merriënboer (Eds.), Unraveling basic components and dimensions of powerful learning environments (pp. 55–68). Oxford: Elsevier.

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