Can an augmented reality-integrated gamification approach enhance vocational high school students' learning outcomes and motivation in an electronics course?
Cathy Weng, Khanh Nguyen Phuong Tran, C. Yang, Hsuan-I. Huang, Hsuan Chen
Topics & Concepts
Psychomotor learningPsychologyCognitionVocational educationControl (management)Educational technologyMathematics educationApplied psychologyPedagogyComputer scienceArtificial intelligenceNeuroscienceAugmented Reality ApplicationsEducational Games and GamificationMobile Learning in Education