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

dc.contributor.authorGodwin-Jones, Robert
dc.contributor.editorGodwin-Jones, Robert
dc.date.accessioned2017-06-14T03:17:54Z
dc.date.available2017-06-14T03:17:54Z
dc.date.issued2016-10-01
dc.identifier.citationGodwin-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.issn1094-3501
dc.identifier.urihttp://hdl.handle.net/10125/44475
dc.publisherUniversity of Hawaii National Foreign Language Resource Center
dc.publisherMichigan State University Center for Language Education and Research
dc.titleAugmented reality and language learning: From annotated vocabulary to place-based mobile games
dc.typeColumn
dc.type.dcmiText
local.llt.topicEmerging Technologies
prism.endingpage19
prism.number3
prism.publicationnameLanguage Learning & Technology
prism.startingpage9
prism.volume20

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