Augmented reality and language learning: From annotated vocabulary to place-based mobile games
dc.contributor.author | Godwin-Jones, Robert | |
dc.contributor.editor | Godwin-Jones, Robert | |
dc.date.accessioned | 2017-06-14T03:17:54Z | |
dc.date.available | 2017-06-14T03:17:54Z | |
dc.date.issued | 2016-10-01 | |
dc.identifier.citation | 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 | |
dc.identifier.issn | 1094-3501 | |
dc.identifier.uri | http://hdl.handle.net/10125/44475 | |
dc.publisher | University of Hawaii National Foreign Language Resource Center | |
dc.publisher | Michigan State University Center for Language Education and Research | |
dc.title | Augmented reality and language learning: From annotated vocabulary to place-based mobile games | |
dc.type | Column | |
dc.type.dcmi | Text | |
local.llt.topic | Emerging Technologies | |
prism.endingpage | 19 | |
prism.number | 3 | |
prism.publicationname | Language Learning & Technology | |
prism.startingpage | 9 | |
prism.volume | 20 |
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