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Exploring Student Engagement in an Augmented Reality Learning Game

Exploring Student Engagement in an Augmented Reality Learning Game

Nicolaas VanMeerten, Keisha Varma
Copyright: © 2017 |Volume: 9 |Issue: 4 |Pages: 18
ISSN: 1942-3888|EISSN: 1942-3896|EISBN13: 9781522512783|DOI: 10.4018/IJGCMS.2017100103
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MLA

VanMeerten, Nicolaas, and Keisha Varma. "Exploring Student Engagement in an Augmented Reality Learning Game." IJGCMS vol.9, no.4 2017: pp.44-61. http://doi.org/10.4018/IJGCMS.2017100103

APA

VanMeerten, N. & Varma, K. (2017). Exploring Student Engagement in an Augmented Reality Learning Game. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9(4), 44-61. http://doi.org/10.4018/IJGCMS.2017100103

Chicago

VanMeerten, Nicolaas, and Keisha Varma. "Exploring Student Engagement in an Augmented Reality Learning Game," International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) 9, no.4: 44-61. http://doi.org/10.4018/IJGCMS.2017100103

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Abstract

This article investigates the behaviors of middle school students during their participation in an AR game called Play the Past. The findings of this study show that engagement differed during discrete activities in the game environment and that there was a relationship between the roles that students were assigned and their engagement.

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