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Hüseyin Ates; Merve Polat – Education and Information Technologies, 2025
This study investigates the efficacy of integrating augmented reality (AR)-based gamification with self-regulated learning (SRL) strategies to enhance middle school students' academic performance, engagement, satisfaction, and self-efficacy in science education. Employing immersive AR technologies alongside gamification elements, this approach is…
Descriptors: Independent Study, Gamification, Science Education, Simulated Environment

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