2016
DOI: 10.1016/j.chb.2015.12.054
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Augmented reality in science laboratories: The effects of augmented reality on university students’ laboratory skills and attitudes toward science laboratories

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Cited by 435 publications
(266 citation statements)
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References 48 publications
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“…This result is consistent with the findings of Akçayır, Akçayır, Pektaş, and Ocak (2016), who reported that university students prefer digital materials to traditional materials. A possible explanation for this expectation is that these students possess the characteristics of "digital natives."…”
Section: Resultssupporting
confidence: 83%
“…This result is consistent with the findings of Akçayır, Akçayır, Pektaş, and Ocak (2016), who reported that university students prefer digital materials to traditional materials. A possible explanation for this expectation is that these students possess the characteristics of "digital natives."…”
Section: Resultssupporting
confidence: 83%
“…It is foreseen that any technical errors that occur during the process of the study will be caused by the usage of different types of devices. In a study [18] indicated that using different types of devices for AR applications can cause more technical problems.…”
Section: Resultsmentioning
confidence: 99%
“…Augmented reality applications must have three basic characteristics: (1) the combination of virtual and real objects in a real environment (2) an interactive study in a real-time environment (3) a consistency between the real and virtual objects [18]. In a study [20] it is emphasized that augmented reality is studied under two categories which are: optical and video-based technologies.…”
Section: Augmented Realitymentioning
confidence: 99%
“…Among these are areas like entertainment, marketing and advertising, tourism (Chung, Han & Joun, 2015), automobilism (Rameau et al, 2016), health care (Jamali et al, 2015), training and education (Kysela & Štorková, 2015), (Majid, Mohammed & Sulaiman, 2015) and (Akçayir, Akçayir, Pektaş, & Ocak, 2016), along with other areas (O'Shea & Elliott, 2016), all of which are converging to the development of content and interactive solutions, allowing them to offer a pleasant and enriching experience to their users.…”
Section: Augmented Realitymentioning
confidence: 99%