Amin, D., & Govilkar, S. (2015). Comparative Study of Augmented Reality SDK’S. International Journal on Computational Science & Applications (IJCSA), 5(1), 11–26. Retrieved from https://www.academia.edu/11298832/COMPARATIVE_STUDY_OF_AUGMENTED_REALITY_SDK_S (accessed 25.07.2020)
Google Scholar
Balyk, N., Shmyger, G., Vasylenko, Y., Oleksiuk, V., & Skaskiv, A. (2019). STEM-approach to the transformation of pedagogical education. In E. Smyrnova-Trybulska (Ed.), E-Learning and STEM Education, „E-Learning”, 11 (pp. 109–124). Katowice-Cieszyn: Studio Noa for University of Silesia.
Google Scholar
Chang, K., & Chen, C. (2015). Design of the Augmented Reality Based Training System to Promote Spatial Visualization Ability for Older Adults. In: R. Shumaker, & S. Lackey (Eds.), Virtual, Augmented and Mixed Reality. VAMR 2015. Lecture Notes in Computer Science, 9179 (pp. 3–12). Cham: Springer. Doi: 10.1007/978-3-319-21067-4_1
Google Scholar
Education 2030: Incheon Declaration and Framework for Action for the implementation of Sustainable Development Goal 4. Retrieved from http://uis.unesco.org/sites/default/ files/documents/education-2030-incheon-framework-for-action-implementation-of-sdg4-2016-en_2.pdf (accessed 5.01.2021)
Google Scholar
Heather, A. (2018). How augmented reality affects the brain. Zappar, blog post, 24 May. Retrieved from https://www.zappar.com/blog/how-augmented-reality-affects-brain/ (accessed 25.07.2020)
Google Scholar
Hruntova, T., Yechkalo, Y., Striuk, A., & Pikilnyak, A. (2018). Augmented Reality Tools in Physics Training at Higher Technical Educational Institutions. In Proceedings from 1st International Workshop on Augmented Reality in Education (pp. 33–40). 2 October, Kryvyi Rih, Ukraine. Retrieved from http://ceur-ws.org/Vol-2257/ (accessed 25.07.2020)
Google Scholar
Indraprastha, A., & Shinozaki, M. (2009). The investigation on using unity3d game engine in urban design study. Journal of ICT Research and Applications, 3(1), 1–18. Doi: 10.5614/itbj.ict.2009.3.1.1
Google Scholar
Kapoor, V., & Naik, P. (2020). Augmented Reality-Enabled Education for Middle Schools. SN Computer Science, 1: 166. Doi: 10.1007/s42979-020-00155-6
Google Scholar
Karelov, S. (2000). Virtual reality will be available to everyone. Computer-Press, 8, 16–20. Retrieved from https://compress.ru/article.aspx?id=11485 (accessed 25.07.2020)
Google Scholar
Kjellmo, I. (2013). Educational: 3D Design for Mobile Augmented Reality. In: J.C. Anacleto, E.W.G. Clua, F.S.C. da Silva, S. Fels, & H.S. Yang (Eds.), Entertainment Computing – ICEC 2013.
Google Scholar
Lecture Notes in Computer Science, 8215 (pp. 200–203). Berlin and Heidelberg: Springer. Doi: 10.1007/978-3-642-41106-9_30
Google Scholar
Korenova, L. (2018). Applying QR Codes in Facilitating Mathematics and Informatics Education. International Journal of Research in E-learning, 4(2), 33–44. Doi: 10.31261/IJREL.2018.4.2.03
Google Scholar
Levina, L., & Konyukhov, S. (2019). Opportunities of Cospaces Edu to create virtual reality in learning. Information Technologies in Education and Science: a Collection of Scientific Papers, 11, 180–182. Retrieved from http://eprints.mdpu.org.ua/id/eprint /8195/ (accessed 25.07.2020)
Google Scholar
Lukashenko, I., & Lutsenko, O. (2016). Psychological aspects of learning in virtual space, a series of psychology. Visnyk V.N. Karazin Kharkiv National University, 60, 40–43. Retrieved from http://nbuv.gov.ua/UJRN/VKhIPC_2016_60_10 (accessed 25.07.2020)
Google Scholar
Morze, N., Smyrnova-Trybulska, E., & Boiko, M. (2019). The Impact of Educational Trends on the Digital Competence of Students in Ukraine and Poland. In E. Smyrnova-Trybulska (Ed.), E-Learning and STEM Education, „E-Learning”, 11 (pp. 365–379). Katowice-Cieszyn: Studio Noa for University of Silesia.
Google Scholar
New Ukrainian school. Conceptual principles of secondary school reform. Retrieved from https://mon.gov.ua/storage/app/media/zagalna%20serednya/nova-ukrainska-shkola-compressed.pdf (accessed 5.01.2021)
Google Scholar
Podkosova, Y., Varlamov, O., Ostroukh, A., & Krasnyansky, M. (2011). Analysis of the prospects of using virtual reality technology in distance learning. Questions of Modern Science and Practice, 2, 104–111. Retrieved from http://vernadsky.tstu.ru/pdf/2011/02/14.pdf (accessed 25.07.2020)
Google Scholar
Reflection paper: Towards a Sustainable Europe by 2030. Retrieved from https://ec.europa.eu/commission/sites/beta-political/files/rp_sustainable_europe_30-01_en_web.pdf (accessed 5.01.2021)
Google Scholar
Selivanov, V., & Selivanova, L. (2014). Virtual reality as a method and means of learning. Educational Technology and Society, 17(3), 378–382. Retrieved from https://readera.org/virtualnajarealnost-kak-metod-i-sredstvo-obuchenija-14062791 (accessed 25.07.2020)
Google Scholar
Selivanov, V., & Selivanova, L. (2015). Efficiency of using virtual reality in teaching in adolescence and adulthood. Continuous education: XXI century, 9(1), 1–20. Retrieved from https://cyberleninka.ru/article/n/effektivnost-ispolzovaniya-virtualnoy-realnosti-pri-obuchenii-vyunosheskom-i-vzroslom-vozraste/viewer (accessed 25.07.2020)
Google Scholar
Smyrnova-Trybulska, E. (2019). Evolution of media competences. “Open educational e-environment of modern university” special edition, 77–92. Doi: 10.28925/2414-0325.2019s7
Google Scholar
Syrovatskyi, O., Semerikov, S., Modlo, Y., Yechkalo, Y., & Zelinska, S. (2018). Augmented reality software design for educational purposes. In Proceedings of the 1st Student Workshop on Computer Science & Software Engineering (pp. 33–40). 30 November, Kryvyi Rih, Ukraine. Retrieved from http://ceur-ws.org/Vol-2292/ (accessed 25.07.2020)
Google Scholar
Tran, T. AR with Vuforia. Retrieved from https://www.academia.edu/7028565/AR_with_Vuforia (accessed 25.07.2020)
Google Scholar
Vuforia Engine 9.3 is Available! Vuforia Engine. Developer Portal (2020, July 22). Retrieved from https://developer.vuforia.com/
Google Scholar