共 50 条
- [1] EFFECTIVENESS OF LEARNING WITH FLIPPED LEARNING WITH AUGMENTED REALITY IN SCHOOL HEALTH EDUCATION [J]. JOURNAL OF SPORT AND HEALTH RESEARCH, 2020, 12 (01): : 64 - 79
- [2] An Augmented Reality Framework for Gamified Learning [J]. ADVANCES IN WEB-BASED LEARNING - ICWL 2018, 2018, 11007 : 67 - 76
- [3] Gamified metacognitive prompts in a higher education flipped classroom [J]. PROCEEDINGS OF THE 26TH INTERNATIONAL ACADEMIC MINDTREK, MINDTREK 2023, 2023, : 95 - 107
- [5] Experiential learning through Virtual and Augmented Reality in Higher Education [J]. PROCEEDINGS OF 2018 INTERNATIONAL CONFERENCE ON EDUCATION TECHNOLOGY MANAGEMENT (ICETM 2018), 2018, : 42 - 45
- [7] Augmented Reality Crossover Gamified Design for Sustainable Engineering Education [J]. PROCEEDINGS OF 2016 FUTURE TECHNOLOGIES CONFERENCE (FTC), 2016, : 1353 - 1356
- [8] Augmented Reality Environments in Learning, Communicational and Professional Contexts in Higher Education [J]. DIGITAL EDUCATION REVIEW, 2014, (26):
- [9] Flipped learning with Wikipedia in higher education [J]. STUDIES IN HIGHER EDUCATION, 2020, 45 (05) : 1026 - 1045
- [10] FLIPPED LEARNING APPLICATION IN HIGHER EDUCATION [J]. INTED2017: 11TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE, 2017, : 6208 - 6217