Bacca, J., Baldiris, S., Fabregat, R., & Graf, S. (2015). Mobile augmented reality in vocational education and training. Procedia Computer Science, 75, 49-58.
Bhatia, V. (1994). Analyzing genre: Language use in professional setting. London: Longman.
Billinghurst, M., & Duenser, A. (2012). Augmented reality in the classroom. Computer
, 56–63. doi: 10.1109/MC.2012.111
Bitter, G. & Corral, A. (2014). Potential of Augmented Reality Apps. International Journal of Engineering Science Invention, 3(10), 13-17.
Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented reality in education—Cases, places, and potentials. Educational Media International
, 1-15. Retrived from https://doi.org/10.1080/09523987.2014.889400
Chang, H.Y., Yu, Y. T., Wu, H. K., & Hsu, Y. H. (2016). The impact of a mobile augmented reality game. The 16th IEEE International Conference on Advanced Learning Technologies, USA (312-313).
Chen, C.-M., & Tsai, Y.-N. (2012). Interactive augmented reality system for enhancing library instruction in elementary schools. Computers & Education
, 638–652. doi: 10.1016/j.compedu.2012.03.001
Chen, D. R., Chen, M. Y., Huang, T. C., & Hsu, W. P. (2013). Developing a mobile learning system in augmented reality context. International Journal of Distributed Sensor Networks
(12), 594627. doi: 10.1155/2013/594627
Cifuentes, S.C., Garcia, S. G., Andrés-Sebastia, M. P., Camba, J. D., & Contero, M. (2016). Augmented reality experiences in therapeutic pedagogy for special needs students. The 16th IEEE International Conference on Advanced Learning Technologies, USA (431-435).
Dede, C. (2009). Immersive interfaces for engagement and learning. Science, 323, 66–69. doi: 10.1126/science.1167311
Di Serio, A., Ibanez, M. B., & Kloos, C. D. (2013). Impact of an Augmented Reality System on Students’ Motivation for a Visual Arts Course. Computers & Education, 68, 586-596.
Dos Santos, M. B. (1996). The textual organization of research paper abstracts in applied linguistics. Text-Interdisciplinary Journal for the Study of Discourse
(4), 481-500. doi: 10.1515/text.1.1922.214.171.1241
Dunleavy, M., Dede, C., & Mitchell, R. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology, 18, 7–22. doi: 10.1007/s10956-008-9119-1
Gong, C., Tan, C. L., & Chin, C. K. (2018). Scaffolding Instruction of Chinese Essay Writing with Assessment as Learning. In Teaching Chinese Language in Singapore (pp. 121-134). Springer, Singapore.
Hayes, J. R., & Flower, L.S. (1980). Identifying the organization of writing processes. In L. W. Gregg & E. R. Steinberg (Eds.), Cognitive process in writing (pp. 1-30). Hillsdale, NJ: Lawrene Erlbaum Associates.
Hyland, K. (2000). Disciplinary discourses: Social interactions in academic writing. London: Longman.
Hyland, K. (2002). Teaching and researching writing. London: Pearson Education.
Jerry, T., & Aaron, C. (2010). The impact of augmented reality software with inquiry-based learning on students’ learning of kinematics graph. In 2nd International Conference on Education Technology and Computer (ICETC), 2010 (pp. V2-1–V2-5). Shanghai: IEEE.
Johnson, L., Smith, R., Levine, A., & Haywood, K. (2010). The 2010 Horizon Report: Australia-New Zealand Edition. Austin, Texas: The New Media Consortium.
Kerawalla, L., Luckin, R., Seljeﬂot, S., & Woolard, A. (2006). Making it real: Exploring the potential of augmented reality for teaching primary school science. Virtual Reality, 10, 163–174. doi: 10.1007/s10055-006-0036-4
Klopfer, E., & Squire, K. (2008). Environmental detectives – The development of an augmented reality platform for environmental simulations. Educational Technology Research and Development, 56, 203–228. doi: 10.1007/s11423-007-9037-6
Koschmann, T. (2002, January). Dewey's contribution to the foundations of CSCL research. In Proceedings of the Conference on Computer Support for Collaborative Learning: Foundations for a CSCL Community (pp. 17-22). International Society of the Learning Sciences.
Kroeker, K. L. (2010). Mainstreaming augmented reality. Communications of the ACM
, 19–21. doi: 10.1145/1785414.1785422
Lee, K. (2012). Augmented reality in education and training. Tech Trends, 56, 13–21. doi: 10.1007/s11528-012-0559-3
Li, M. (2018). Computer-mediated collaborative writing in L2 contexts: an analysis of empirical research. Computer Assisted Language Learning, 1-23. doi: 10.1080/09588221.2018.1465981
Matcha, W. & Awang Rambli, D. R. (2011). Preliminary investigation on the use of augmented reality in collaborative learning. Communications in Computer and Information Science, 254(4),189-198. doi: 10.1007/978-3-642-25483-3_15
Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329.
Rasimah, C., Ahmad, A., & Zaman, H. (2011). Evaluation of user acceptance of mixed reality technology. Australasian Journal of Educational Technology
, 1369–1387. doi: 10.14742/ajet.899
Rice, J. W. (2007). New media resistance: Barriers to implementation of computer video games in the classroom. Journal of Educational Multimedia and Hypermedia,16 (3),
249-261. Retrieved from https://www.learntechlib.org/primary/p/24378/
Samraj, B. (2005). An exploration of a genre set: Research article abstracts and introductions in two disciplines. English for Specific Purposes, 24
(2), 141-156. doi: 10.1016/j.esp.2002.10.001
Specht, M., Ternier, S., & Greller, W. (2011). Mobile Augmented Reality for Learning: A Case Study. Journal of the Research Center for Educational Technology, 7(1), 117-127.
Squire, K., & Jan, M. (2007). Mad City mystery: Developing scientiﬁc argumentation skills with a place-based augmented reality game on handheld computers. Journal of Science Education and Technology, 16, 5–29. doi: 10.1007/s10956-006-9037-z
Storch, N. (2013). Collaborative writing in L2 classrooms. Bristol, UK: Multilingual Matters.
Sutherland, I. E. (1968, December). A head-mounted three dimensional display. In Proceedings of the December 9-11, 1968, fall joint computer conference, part I (pp. 757-764). ACM.
Swales, J. (1981). Aspects of article introductions. Birmingham: The University of Aston, Language Studies Unit.
Swales, J. (1990). Genre analysis. Cambridge University Press.
Swales, J. M. (2004). Research genres: Explorations and applications. New York: Cambridge University Press.
Tarng, W., & Ou, K. L. (2012, March). A study of campus butterfly ecology learning system based on augmented reality and mobile learning. In 2012 IEEE Seventh International Conference on Wireless, Mobile and Ubiquitous Technology in Education (pp. 62-66). IEEE.
Ting, H. Y. (2015). The effects of applying augmented reality on fourth-grade students’ writing and attitude (Unpublished master's dissertation). National Taipei Education University. Da'an District, Taipei, Taiwan.
Vygotsky, L.S. (1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.
Wang, Y. H. (2017a). Exploring the effectiveness of integrating augmented reality-based materials to support writing activities. Computers & Education, 113, 162-176. doi: 10.1016/j.compedu.2017.04.013.
Wang, Y. H. (2017b). Using augmented reality to support a software editing course for college students. Journal of Computer Assisted Learning, 33(5), 532-546. doi: 10.1111/jcal.12199