Effects of Incorporating Augmented Reality into a Board Game for High School Students’ Learning Motivation and Acceptance in Health Education
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- Yi-Kai Juan & Tseng-Wei Chao, 2015. "Game-Based Learning for Green Building Education," Sustainability, MDPI, vol. 7(5), pages 1-17, May.
- María Graciela Badilla-Quintana & Eileen Sepulveda-Valenzuela & Margarita Salazar Arias, 2020. "Augmented Reality as a Sustainable Technology to Improve Academic Achievement in Students with and without Special Educational Needs," Sustainability, MDPI, vol. 12(19), pages 1-20, October.
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- Weiping Zhang & Zhuo Wang, 2021. "Theory and Practice of VR/AR in K-12 Science Education—A Systematic Review," Sustainability, MDPI, vol. 13(22), pages 1-26, November.
- Shahreena Daud & Zarinah Abu Yazid & Norraeffa Md Taib & Mohd Zailani Othman & Idris Osman, 2024. "Evaluating the Impact of Usability Components on User Satisfaction in Educational Board Games using the MEEGA+ Framework," Information Management and Business Review, AMH International, vol. 16(2), pages 195-206.
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Keywords
health education; game-based learning; board game; augmented reality; ARGBL; CSLS;All these keywords.
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