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In-game performance: The role of students' socio-economic status, self-efficacy and situational interest in an augmented reality game.

, , , , and . Br. J. Educ. Technol., 55 (2): 484-498 (March 2024)

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Mobile Augmented Reality Apps in Education: Exploring the User Experience Through Large-Scale Public Reviews., and . AVR, volume 12980 of Lecture Notes in Computer Science, page 428-450. Springer, (2021)Analysis of the Learning Experience in a Chemical AR Application Using Process Mining., and . ICL (1), volume 633 of Lecture Notes in Networks and Systems, page 770-777. Springer, (2022)In-game performance: The role of students' socio-economic status, self-efficacy and situational interest in an augmented reality game., , , , and . Br. J. Educ. Technol., 55 (2): 484-498 (March 2024)Assessment Framework for Immersive Learning: Application and Evaluation., , and . iLRN, volume 1904 of Communications in Computer and Information Science, page 195-208. Springer, (2023)