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Beyond the Horizon: Integrating Immersive Learning Environments in the Everyday Classroom., , , and . iLRN, page 1-5. IEEE, (2021)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)How to create Educational Videos: From watching passively to learning actively. Open Online Journal for Research and Education, (September 2018)A Framework for the Use of Immersive Virtual Reality in Learning Environments., , and . Int. J. Emerg. Technol. Learn., 15 (24): 208-224 (2020)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)Generative learning strategies do not diminish primary students' attitudes towards augmented reality.. Educ. Inf. Technol., 27 (1): 701-717 (2022)The impact of augmented reality on cognitive load and performance: A systematic review., , and . J. Comput. Assist. Learn., 38 (1): 285-303 (2022)Media comparison studies dominate comparative research on augmented reality in education., and . Comput. Educ., (April 2023)