Zitieren

Abrash, M. (2016). Oculus Connect 3 opening keynote. Retrieved from https://www.youtube.com/watch?v=AtyE5qOB4gw.Search in Google Scholar

Annetta, L., Mangrum, J., Holmes, S., Collazo, K. & Meng-Tzu, C. (2009). Bridging realty [sic] to virtual reality: Investigating gender effect and student engagement on learning through video game play in an elementary school classroom. International Journal of Science Education, 31(8), 1091-1113.10.1080/09500690801968656Search in Google Scholar

Arnab, S., Petridis, P., Dunwell, I., & de Freitas, S. (2011). Enhancing learning in distributed virtual worlds through touch: a browser-based architecture for haptic interaction. In Serious Games and Edutainment Applications (pp. 149-167. London: Springer.Search in Google Scholar

Birchfield, D. & Megowan-Romanowicz, C. (2009). Earth science learning in SMALLab: A design experiment for mixed reality. Computer-Supported Collaborative Learning, 4(4),403-421.10.1007/s11412-009-9074-8Search in Google Scholar

Boletsis, C. & McCallum, S. (2013). The table mystery: An augmented reality collaborative game for Chemistry education. In (Eds.) M. Minhua, M. F. Oliveira, S. Petersen & J. Baalsrud Hauge. Proceedings of Serious Games Development and Applications: 4th International Conference, Trondheim, Norway, September 25-27, 2013, (pp. 86-95).Search in Google Scholar

Cai, Y., Lu, B., Zheng, J. & Li, L. (2006). Immersive protein gaming for bio edutainment. Simulation & Gaming, 37(4), 466-475.10.1177/1046878106293677Search in Google Scholar

Chang, C-W., Lee, J-H., Wang, C-Y. & Chen, G-D. (2010). Improving the authentic learning experience by integrating robots into the mixed-reality environment. Computers & Education, 55(4), 1572-1578.10.1016/j.compedu.2010.06.023Search in Google Scholar

Chen, C. H., Yang, J. C., Shen, S., & Jeng, M. C. (2007). A desktop virtual reality earth motion system in astronomy education. Educational Technology & Society, 10(3), 289-304.Search in Google Scholar

Cheng, K. H., & Tsai, C. C. (2013). Affordances of augmented reality in science learning: Suggestions for future research. Journal of Science Education and Technology, 22(4), 449-462.10.1007/s10956-012-9405-9Search in Google Scholar

Dalgarno, B., & Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10-32. 10.1111/j.1467-8535.2009.01038.xSearch in Google Scholar

de Freitas, S. (2006). Learning in immersive worlds. London: Joint Information Systems Committee. Search in Google Scholar

de Freitas, S., & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?. Computers & education, 46(3), 249-264.10.1016/j.compedu.2005.11.007Search in Google Scholar

De Souza e Silva, A. (2006). Re-Conceptualizing the Mobile Phone - From Telephone to Collective Interfaces. Australian Journal of Emerging Technologies & Society, 4(2).Search in Google Scholar

Di Serio, Ibáñez & Kloos, (2013). Impact of an augmented reality system on students’ motivation. Computers & Education, 68, 586-596.10.1016/j.compedu.2012.03.002Search in Google Scholar

Draper, M.H., Viire, E.S., Furness, T.A. & Gawron V.J. (2001). Effects of image scale and systems time delay on simulator sickness within head-coupled virtual environments. Human Factors, 43(1), 129-146.10.1518/001872001775992552Search in Google Scholar

Dunleavy, M., Dede, C. & Mitchell, R. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology, 18(1), 7-22.10.1007/s10956-008-9119-1Search in Google Scholar

Dünser, A., Steinbügl, K., Kaufmann, H., & Glück, J. (2006). Virtual and augmented reality as spatial ability training tools. In Proceedings of the seventh ACM SIGCHI international conference on computer-human interaction, (pp. 125-132). 10.1145/1152760.1152776Search in Google Scholar

e Silva, A. D. S., & Delacruz, G. C. (2006). Hybrid reality games reframed potential uses in educational contexts. Games and Culture, 1(3), 231-251.10.1177/1555412006290443Search in Google Scholar

Falloon, G. (2010). Using avatars and virtual environments in learning: What do they have to offer? British Journal of Educational Technology, 41(1), 108-122.10.1111/j.1467-8535.2009.00991.xSearch in Google Scholar

Gerstein, J. (2009). Beyond the game: Quest Atlantis as an online learning experience for gifted elementary students. Journal of Virtual Worlds Research, 2(1), 2-18.10.4101/jvwr.v2i1.403Search in Google Scholar

Greenemeier, L. (2011). Computerized Contact Lenses Could Enable In-Eye Augmented Reality. Scientific American (online) retrieved from http://blogs.scientificamerican.com/observations/computerized-contact-lenses-couldenable-in-eye-augmented-reality/ (accessed on 23rd March 2016).Search in Google Scholar

Gutiérrez, M. J., Saorín, J. L., Contero, M., Alcañiz, M., López, P. D. C., & Ortega, M. (2010). Design and validation of an augmented book for spatial abilities development in engineering students. Computers & Graphics, 34(1), 77-91.10.1016/j.cag.2009.11.003Search in Google Scholar

Ho, C. M., Nelson, M. E., & Müeller-Wittig, W. (2011). Design and implementation of a student-generated virtual museum in a language curriculum to enhance collaborative multimodal meaning-making. Computers & Education, 57(1), 1083-1097.10.1016/j.compedu.2010.12.003Search in Google Scholar

Hoffmann, M., Meisen, T., & Jeschke, S. (2014). Shifting Virtual Reality Education to the Next Level-Experiencing Remote Laboratories through Mixed Reality. In Proceedings of the International Conference on Computer Science, Computer Engineering, and Education Technologies, Kuala Lumpur, Malaysia.Search in Google Scholar

Huang, H. M., Rauch, U., & Liaw, S. S. (2010). Investigating learners’ attitudes toward virtual reality learning environments: Based on a constructivist approach. Computers & Education, 55(3), 1171-1182.10.1016/j.compedu.2010.05.014Search in Google Scholar

Huxley, A. (1932). Brave new world. Chatto & Windus.Search in Google Scholar

Hwang, W.-Y. & Hu, S.-S. (2013). Analysis of peer learning behaviors using multiple representations in virtual reality and their impacts on geometry solving problems. Computers & Education, 62, 308-319.10.1016/j.compedu.2012.10.005Search in Google Scholar

Ibáñez, M. B., Di Serio, Á., Villarán, D., & Kloos, C. D. (2014). Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness. Computers & Education, 71, 1-13.10.1016/j.compedu.2013.09.004Search in Google Scholar

Johnson-Glenberg, M. C., Birchfield, D. A., Tolentino, L., & Koziupa, T. (2014). Collaborative embodied learning in mixed reality motion-capture environments: Two science studies. Journal of Educational Psychology, 106(1), 86.10.1037/a0034008Search in Google Scholar

Kamarainen, A. M., Metcalf, S., Grotzer, T., Browne, A., Mazzuca, D.,, M. S. & Dede, C. (2013). EcoMOBILE: Integrating augmented reality and probeware with environmental education field trips. Computers & Education, 68, 545-556.10.1016/j.compedu.2013.02.018Search in Google Scholar

Kerawalla, L, Luckin, R., Seljeflot, S. & Woolard, A. (2006). “Making it real”: exploring the potential of augmented reality for teaching primary school science. Virtual Reality, 10(3),163-174.10.1007/s10055-006-0036-4Search in Google Scholar

Lawson, B. D. (2014). Motion sickness symptomatology and origins. Handbook of virtual environments: Design, implementation, and applications, 531-599.10.1201/b17360-29Search in Google Scholar

Lindgren, R. & Johnson-Glenberg, M. (2013). Emboldened by embodiment: Six precepts for research on embodied learning and mixed reality. Educational Researcher, 42(8), 445-452. 10.3102/0013189X13511661Search in Google Scholar

Lindgren, R., Tscholl, M., Wang, S., & Johnson, E. (2016). Enhancing learning and engagement through embodied interaction within a mixed reality simulation. Computers & Education, 95, 174-187.10.1016/j.compedu.2016.01.001Search in Google Scholar

Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, 77(12), 1321-1329.Search in Google Scholar

Oculus (2016). Oculus best practices. Retrieved from https://developer3.oculus.com/documentation/introvr/latest/concepts/bp_app_rendering/.Search in Google Scholar

Perry, B. (2015). Gamifying French language learning: a case study examining a quest-based, Augmented Reality mobile learning-tool. Procedia-Social and Behavioral Sciences, 174, 2308-2315.10.1016/j.sbspro.2015.01.892Search in Google Scholar

Psotka, J. (2013). Educational Games and Virtual Reality as Disruptive Technologies. Educational Technology & Society, 16(2), 69-80.Search in Google Scholar

Roesner, F., Denning, T., Newell, B. C., Kohno, T., & Calo, R. (2014, September). Augmented reality: hard problems of law and policy. In Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct Publication (pp. 1283-1288). ACM.10.1145/2638728.2641709Search in Google Scholar

Roussou, M., Oliver M, & Slater, M. (2006). The virtual playground: an educational virtual reality environment for evaluating interactivity and conceptual learning. Virtual Reality, 10(3), 227-240.10.1007/s10055-006-0035-5Search in Google Scholar

Sutherland, I.E. (1965). The ultimate display. Proceedings of the IFIP 65 Congress, Vol. 2. (pp. 506-508).Search in Google Scholar

Tscholl, M., & Lindgren, R. (2016). Designing for Learning Conversations: How Parents Support Children's Science Learning Within an Immersive Simulation. Science Education.10.1002/sce.21228Search in Google Scholar

Vavoula, G., Sharples, M., Rudman, P., Meek, J. & Lonsdale, P. (2009). Myartspace: Design and evaluation of support for learning with multimedia phones between classrooms and museums. Computers & Education, 53(2), 286-299.10.1016/j.compedu.2009.02.007Search in Google Scholar

Villarán, D., Ibáñez, M. B., & Kloos, C. D. (2015). Augmented Reality-Based Simulations Embedded in Problem Based Learning Courses. In Design for Teaching and Learning in a Networked World (pp. 540-543). Springer International Publishing.10.1007/978-3-319-24258-3_55Search in Google Scholar

Virvou, M. & Katsionis, G. (2008). On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE. Computers & Education, 50(1), 154-178.10.1016/j.compedu.2006.04.004Search in Google Scholar

Wikipedia (2016). Augmented reality, Retrieved from https://en.wikipedia.org/wiki/Augmented_reality.Search in Google Scholar

Wikipedia (2016). Mixed reality, Retrieved from https://en.wikipedia.org/wiki/Mixed_reality.Search in Google Scholar

Wikipedia (2016). Virtual reality, Retrieved from https://en.wikipedia.org/wiki/Virtual_reality.Search in Google Scholar

Yang, J. C., Chen, C. H. & Jeng, M. C. (2010). Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning. Computers & Education, 55(3), 1346-1356.10.1016/j.compedu.2010.06.005Search in Google Scholar

Yilmaz, R. M. (2016). Educational magic toys developed with augmented reality technology for early childhood education. Computers in Human Behavior, 54, 240-248.10.1016/j.chb.2015.07.040Search in Google Scholar

Young, M.F.D. (1998). The Curriculum of the Future: From the "New Sociology of Education" to a Critical Theory of Learning. London: Falmer Press. 10.4324/9780203209295Search in Google Scholar