Please use this identifier to cite or link to this item: https://repository.isls.org//handle/1/1044
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dc.contributor.authorGeorgiou, Yiannis
dc.contributor.authorKyza, Eleni A.
dc.date.accessioned2018-05-21T22:08:52Z
dc.date.accessioned2019-01-22T19:41:56Z-
dc.date.available2018-05-21T22:08:52Z
dc.date.available2019-01-22T19:41:56Z-
dc.date.issued2014-06
dc.identifier.citationGeorgiou, Y. & Kyza, E. A. (2014). “Are You ‘In’ or Are You ‘Out’?” Investigating the Factors Affecting Immersion in a Location-Based AR Game for IBSE. In Joseph L. Polman, Eleni A. Kyza, D. Kevin O'Neill, Iris Tabak, William R. Penuel, A. Susan Jurow, Kevin O'Connor, Tiffany Lee, and Laura D'Amico (Eds.). Learning and Becoming in Practice: The International Conference of the Learning Sciences (ICLS) 2014. Volume 3. Colorado, CO: International Society of the Learning Sciences, pp. 1577-1578.en_US
dc.identifier.urihttps://doi.dx.org/10.22318/icls2014.1577
dc.identifier.urihttps://repository.isls.org//handle/1/1044-
dc.description.abstractIt is argued that augmented reality games can promote immersion and feelings of presence, which could support students' engagement with the learning process. Sustaining presence is crucial but challenging, since immersion is a transient state. As part of a broader design-based research, in this study, we employed a focus group methodology to investigate the perceptions of eighteen 11th graders regarding the factors which affected their immersion during an augmented reality game for inquiry-based science learning.en_US
dc.language.isoenen_US
dc.publisherBoulder, CO: International Society of the Learning Sciencesen_US
dc.title“Are You ‘In’ or Are You ‘Out’?” Investigating the Factors Affecting Immersion in a Location-Based AR Game for IBSEen_US
dc.typeBook chapteren_US
Appears in Collections:ICLS2014

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