[PDF][PDF] Game-based English learning for young learners: A systematic review

AD Saputra, L Septiani, R Adriani… - JEdu: Journal of English …, 2021‏ - academia.edu
In the 21st century, we live in a digital world where everyone, from adults to children, can
master technology in the form of gadgets and computers. We are no stranger to technology …

[Retracted] An Artificial Intelligent Virtual Reality Interactive Model for Distance Education

W Yin - Journal of Mathematics, 2022‏ - Wiley Online Library
Information and communication technologies play an important role in education. This fact
was emphasized even more due to the significant upheavals, globally, caused by the …

A collaborative virtual walkthrough of Matera's Sassi using photogrammetric reconstruction and hand gesture navigation

NM Notarangelo, G Manfredi, G Gilio - Journal of Imaging, 2023‏ - mdpi.com
The COVID-19 pandemic has underscored the need for real-time, collaborative virtual tools
to support remote activities across various domains, including education and cultural …

[HTML][HTML] Heritage education experience supported in augmented reality

R Mendoza-Garrido, A Cabarcas-Álvarez… - Revista Facultad de …, 2021‏ - scielo.org.co
Heritage Education is a process that traditionally takes place within the classroom, where
the teacher transmits some knowledge to the student; however, new ways have been …

The effects of gamified exhibition in a physical and online digital interactive exhibition promoting digital heritage and tourism

S Chernbumroong, W Nadee, K Jansukpum, K Puritat… - TEM Journal, 2022‏ - ceeol.com
The concept of gamification is to apply game-design elements and game principles in non
game contexts. Applying this concept in interactive exhibitions has enormous potential to …

El patrimonio aumentado. 8 apps de Realidad Aumentada para la enseñanza-aprendizaje del patrimonio

Ú Luna, AI Etxeberria, MPR Gracia - … Revista interuniversitaria de …, 2019‏ - dialnet.unirioja.es
Esta investigación tiene como objetivo analizar las apps educativas de patrimonio que
utilicen la Realidad Aumentada en España y que puedan ser integradas en la educación …

An augmented reality application for the visualization and the pattern analysis of a Roman mosaic

M Santachiara, F Gherardini… - IOP Conference Series …, 2018‏ - iopscience.iop.org
The visualization and analysis of mosaics and pavements are often compromised by their
large sizes, which do not enable the observer to perceive their whole arrangement or to …

Didaktisk design med digitala resurser: En studie av kunskapsrepresentationer i en digitaliserad skola

A Åkerfeldt - 2014‏ - diva-portal.org
Avhandlingen som du håller i din hand (eller läser på din skärm) är resultatet av en
fantastiskt rolig process! Den har också stundtals varit både mödosam och omvälvande …

Gamificación como estrategia de marketing interno

JL Ruizalba Robledo, F Navarro Lucena… - Intangible …, 2013‏ - upcommons.upc.edu
Objeto: Este estudio tiene como objetivos de una parte ofrecer elementos para crear un
marco de referencia que permita la integración de la gamificación en las políticas de …

[ספר][B] Digital Media in East Asia

C Holroyd, K Coates - 2012‏ - books.google.com
An August 2011 news report captured the quixotic nature of digital East Asia. North Korea,
one of the most technologically backward and least free nations on earth, had jumped into …