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Applying Instructional Design Principles on Augmented Reality Cards for Computer Science Education., and . EC-TEL, volume 12315 of Lecture Notes in Computer Science, page 477-481. Springer, (2020)Evaluating a Makerspace Visiting Program for Schools at a University of Teacher Education., , and . FabLearn Europe, page 2:1-2:3. ACM, (2019)Beyond the Horizon: Integrating Immersive Learning Environments in the Everyday Classroom., , , and . iLRN, page 1-5. IEEE, (2021)A Framework for the Use of Immersive Virtual Reality in Learning Environments., , and . Int. J. Emerg. Technol. Learn., 15 (24): 208-224 (2020)How to create Educational Videos: From watching passively to learning actively. Open Online Journal for Research and Education, (September 2018)Generative learning strategies do not diminish primary students' attitudes towards augmented reality.. Educ. Inf. Technol., 27 (1): 701-717 (2022)Work-in-Progress-The ARI2VE Model for Augmented Reality Books., and . iLRN, page 287-290. IEEE, (2020)Virtual Reality für den Schulunterricht?!, , , , , and . DELFI, volume P-338 of LNI, page 64. Gesellschaft für Informatik e.V., (2023)Media comparison studies dominate comparative research on augmented reality in education., and . Comput. Educ., (April 2023)Students as Designers of Augmented Reality: Impact on Learning and Motivation in Computer Science., and . Multimodal Technol. Interact., 5 (8): 41 (2021)