Active Learning Augmented Reality for STEAM Education—A Case Study
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Jesionkowska, J.; Wild, F.; Deval, Y. Active Learning Augmented Reality for STEAM Education—A Case Study. Educ. Sci. 2020, 10, 198. https://doi.org/10.3390/educsci10080198
Jesionkowska J, Wild F, Deval Y. Active Learning Augmented Reality for STEAM Education—A Case Study. Education Sciences. 2020; 10(8):198. https://doi.org/10.3390/educsci10080198
Chicago/Turabian StyleJesionkowska, Joanna, Fridolin Wild, and Yann Deval. 2020. "Active Learning Augmented Reality for STEAM Education—A Case Study" Education Sciences 10, no. 8: 198. https://doi.org/10.3390/educsci10080198
APA StyleJesionkowska, J., Wild, F., & Deval, Y. (2020). Active Learning Augmented Reality for STEAM Education—A Case Study. Education Sciences, 10(8), 198. https://doi.org/10.3390/educsci10080198