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Using Augmented Reality to Engage Students in Their Learning
Alison Johnson
, Denise Turner
, Liz Jolly
SCEDT School Executive Team
Teesside University
Research output
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Contribution to conference
›
Paper
›
peer-review
98
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Keyphrases
Gamification
100%
Augmented Reality
100%
University Students
50%
Huddersfield
50%
Immersive Experience
50%
User Guide
50%
Library Users
50%
Design Principles
50%
Augmented Reality Applications
50%
Interactive Experience
50%
Academic Career
50%
Teesside
50%
School of Computing
50%
Lemon Trees
50%
HE Libraries
50%
Social Sciences
Augmented Reality
100%
Gamification
66%
Interactivity
66%
UK
33%
University Students
33%
Academic Career
33%