Using Augmented Reality to engage STEM students with an authentic curriculum

This paper reports on the introduction of a set of 'Augmented Reality' (AR) tasks, offering an innovative, real world and problem based set of activities for a group of first year University Gaming and Computer Science students. Our initial research identifies a gap in the perceptions of S...

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Bibliographic Details
Main Authors: M. Hobbs, D. Holley
Format: Article
Language:English
Published: European Alliance for Innovation (EAI) 2016-06-01
Series:EAI Endorsed Transactions on e-Learning
Subjects:
PDP
Online Access:http://eudl.eu/doi/10.4108/eai.15-6-2016.151447