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Ten years of augmented reality in education: A meta-analysis of (quasi-) experimental studies to investigate the impact.

, , , , , , and . Comput. Educ., (2022)

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A review of features of technology-supported learning environments based on participants' perceptions., , , , , , , , , and 4 other author(s). Comput. Hum. Behav., (2015)Visual behavior, flow and achievement in game-based learning., , , , and . Comput. Educ., (2016)Ten years of augmented reality in education: A meta-analysis of (quasi-) experimental studies to investigate the impact., , , , , , and . Comput. Educ., (2022)Exploring how students interact with guidance in a physics simulation: evidence from eye-movement and log data analyses., , and . Interact. Learn. Environ., 30 (3): 484-497 (2022)A Review of Research on Technology-Assisted School Science Laboratories., , , , , , , , , and 2 other author(s). J. Educ. Technol. Soc., 17 (2): 307-320 (2014)A Review of Intervention Studies On Technology-assisted Instruction From 2005-2010., , , , , , , , , and 1 other author(s). J. Educ. Technol. Soc., 16 (3): 191-203 (2013)Instructional Suggestions Supporting Science Learning in Digital Environments Based on a Review of Eye Tracking Studies., , , , , and . J. Educ. Technol. Soc., 21 (2): 28-45 (2018)Visual behavior and self-efficacy of game playing: an eye movement analysis., , and . Interact. Learn. Environ., 27 (7): 942-952 (2019)