2023
DOI: 10.1111/bjet.13395
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In‐game performance: The role of students' socio‐economic status, self‐efficacy and situational interest in an augmented reality game

Michaela Arztmann,
Jessica Lizeth Domínguez Alfaro,
Lisette Hornstra
et al.

Abstract: Digital games are widely used in education to motivate students for science. Additionally, augmented reality (AR) is increasingly used in education. However, recent research indicates that these technologies might not be equally beneficial for students with different background characteristics. Moreover, students with different backgrounds may differ in their self‐efficacy and interest when playing games and this could lead to differences in performance. Given the increased use of games and immersive technolog… Show more

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