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Augmented Reality Escape Classroom Game for Deep and Meaningful English Language Learning., , and . Comput., 13 (1): 24 (2024)A systematic mapping review of augmented reality applications to support STEM learning in higher education., , and . Educ. Inf. Technol., 27 (2): 1883-1927 (2022)Maya Island virtual museum: A virtual learning environment, museum, and library exhibit., and . VSMM, page 565-568. IEEE, (2012)Combat Tanking in Education: The TANC Model for Playful Distance Learning in Social Virtual Reality.. Int. J. Gaming Comput. Mediat. Simulations, 13 (4): 1-20 (2021)The Case of Literacy Motivation: Playful 3D Immersive Learning Environments and Problem-Focused Education for Blended Digital Storytelling., and . Int. J. Web Based Learn. Teach. Technol., 13 (1): 64-79 (2018)ARLEAN: An Augmented Reality Learning Analytics Ethical Framework., , , and . Comput., 10 (8): 92 (2021)Virtual Reality Escape Rooms for STEM Education in Industry 4.0: Greek Teachers Perspectives., , and . SEEDA-CECNSM, page 1-5. IEEE, (2021)Gamification in Online Education: A Visual Bibliometric Network Analysis., , and . Inf., 15 (2): 81 (February 2024)Engagement with Optional Formative Feedback in a Portfolio-Based Digital Design Module., , , and . Inf., 14 (5): 287 (May 2023)Work-in-Progress - Design and Evaluation of an Augmented and Virtual Reality Flipped-Learning Course for K-12 Educators., , and . iLRN, page 275-278. IEEE, (2020)