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Augmented Reality in Primary Education: An Active Learning Approach in Mathematics.

, , , , and . Comput., 12 (10): 207 (September 2023)

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Tangible and graphical programming with experienced children: A mixed methods analysis., , , and . Int. J. Child Comput. Interact., (2019)Tangible versus graphical user interfaces for robot programming: exploring cross-age children's preferences., and . Pers. Ubiquitous Comput., 17 (8): 1775-1786 (2013)DuckyCode: A Hybrid Platform with Graphical and Tangible User Interfaces to Program Educational Robots., , and . NiDS (2), volume 784 of Lecture Notes in Networks and Systems, page 101-109. Springer, (2023)Touch Your Program with Hands: Qualities in Tangible Programming Tools for Novice., and . Panhellenic Conference on Informatics, page 363-367. IEEE Computer Society, (2011)Exploring Children Preferences regarding Tangible and Graphical Tools for Introductory Programming: Evaluating the PROTEAS Kit., and . ICALT, page 316-320. IEEE Computer Society, (2012)Using Augmented Reality in K-12 Education: An Indicative Platform for Teaching Physics., , , , , , and . Inf., 13 (7): 336 (2022)Enriching a Traditional Learning Activity in Preschool through Augmented Reality: Children's and Teachers' Views., , and . Inf., 14 (10): 530 (2023)Exploring the potential of programming tasks to benefit patients with mild cognitive impairment., , , , and . PETRA, page 59. ACM, (2016)Teaching electric circuits using tangible and graphical user interfaces: A meta-analysis., , and . Educ. Inf. Technol., 29 (7): 8647-8671 (May 2024)Exploring Students' Hands-On Performance, Attitudes, and Usability with Arduino Modular Boards., and . Inf., 15 (2): 88 (February 2024)