Augmented reality and language learning: From annotated vocabulary to place-based mobile games

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http://scholarspace.manoa.hawaii.edu/bitstream/10125/44475/1/20_03_emerging.pdf
http://scholarspace.manoa.hawaii.edu/bitstream/10125/44475/2/20_03_emerging.pdf.txt
Volume 20 Number 3, October 2016
Godwin-Jones, Robert
Godwin-Jones, Robert
2017-06-14T03:17:54Z
2017-06-14T03:17:54Z
2016-10-01
Made available in DSpace on 2017-06-14T03:17:54Z (GMT). No. of bitstreams: 1 20_03_emerging.pdf: 313359 bytes, checksum: 84f20bc0190306f5d51179a5346b0910 (MD5) Previous issue date: 2016-10-01
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Godwin-Jones, R. (2016). Augmented reality and language learning: From annotated vocabulary to place-based mobile games. Language Learning & Technology, 20(3), 9–19. http://dx.doi.org/10125/44475
1094-3501
http://hdl.handle.net/10125/44475
Emerging Technologies
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Language Learning & Technology
University of Hawaii National Foreign Language Resource Center Michigan State University Center for Language Education and Research
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Augmented reality and language learning: From annotated vocabulary to place-based mobile games
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