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Semiotics, memory and augmented reality: History education with learner‐generated augmentation

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What this work says

Outgoing claims: the papers this work cites, builds on, or argues with.

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Augmented reality for STEM learning: A systematic review
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How much Do People Remember? Some Estimates of the Quantity of Learned Information in Long‐term Memory
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How Computer Games Help Children Learn
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Toward an Epistemology of Physics
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An augmented reality‐based learning approach to enhancing students’ science reading performances from the perspective of the cognitive load theory
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Tablet‐based AR technology: Impacts on students’ conceptions and approaches to learning mathematics according to their self‐efficacy
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Integrating a mobile augmented reality activity to contextualize student learning of a socioscientific issue
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The "Map in the Head" Metaphor
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Misconceptions Reconceived: A Constructivist Analysis of Knowledge in Transition
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The Role of Dialogue in Activity Theory
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Rote Versus Meaningful Learning
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The New Inquiry-based Approach: What It Means for the Teaching and Learning of History in Singapore Schools
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Using actions to enhance memory: effects of enactment, gestures, and exercise on human memory
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Representations of Novice Conceptions with Learner-Generated Augmentation: A Framework for Curriculum Design with Augmented Reality
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Cultural–Historical Activity Theory
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Digital game-based learning (DGBL) model and development methodology for teaching history
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Constructivism in the computer age
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Frames of Reference and Molyneux's Question: Crosslinguistic Evidence

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Incoming claims: where this work appears in other papers’ reference lists and arguments.

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inferred← citeshttps://doi.org/10.1093/llc/fqac084openalex-snapshot
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