Playing to Win: Applying Cognitive Theory and Gamification to Augmented Reality for Enhanced Mathematical Outcomes in Underrepresented Student Populations

National dialogue and scholarly research illustrate the need for engaging science, math, technology, and engineering (STEM) innovations in K-12 environments, most importantly in low-income communities (President's Council of Advisors on Science and Technology, 2012). According to Educating the...

Full description

Bibliographic Details
Main Author: Brown, TeAirra Monique
Other Authors: Industrial and Systems Engineering
Format: Others
Published: Virginia Tech 2020
Subjects:
Online Access:http://hdl.handle.net/10919/97340