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The effect of augmented reality games on English as foreign language motivation

dc.contributor.authorTAŞKIRAN, AYŞE
dc.contributor.orcid0000-0003-1913-7296
dc.date.accessioned2025-11-13T09:06:26Z
dc.date.issued2018-12-14
dc.identifier.doihttps://doi.org/10.1177/2042753018817541
dc.identifier.endpage135
dc.identifier.issn2042-7530
dc.identifier.issue2
dc.identifier.openalexW2903979676
dc.identifier.startpage122
dc.identifier.urihttps://hdl.handle.net/11421/466
dc.identifier.urihttps://doi.org/10.1177/2042753018817541
dc.identifier.volume16
dc.language.isoen
dc.relation.ispartofE-Learning and Digital Media
dc.rightsrestrictedAccess
dc.subjectAugmented reality
dc.subjectForeign language
dc.subjectMotivation to learn
dc.subjectComputer science
dc.subjectMobile device
dc.subjectMultimedia
dc.subjectMathematics education
dc.subjectPsychology
dc.subjectHuman–computer interaction
dc.subjectWorld Wide Web
dc.subject.sdg4
dc.titleThe effect of augmented reality games on English as foreign language motivation
dc.typeArticle
dspace.entity.typePublication
local.authorid.openalexA5036101954

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