Cite

After a discussion about the possibilities and status of augmented reality in education, a good practice example of an augmented reality application is presented. This case study examines the use of an augmented reality app in higher education to support abstract STEM content, such as vectors. Based on this example, the implementation of such apps in didactic concepts and self-directed learning will be discussed. Furthermore, aspects of integration into digital learning and teaching will be addressed.

eISSN:
1027-5207
Idioma:
Inglés
Calendario de la edición:
2 veces al año
Temas de la revista:
Social Sciences, Education, Curriculum and Pedagogy, other