Authors
Maheshya Weerasinghe, Aaron Quigley, Julie Ducasse, Klen Čopič Pucihar, Matjaž Kljun
Publication date
2024/5/8
Book
Augmented reality games II: The gamification of education, medicine and art
Pages
3-38
Publisher
Springer International Publishing
Description
Augmented reality (AR) games within the education sector hold the potential to revolutionise the learning experiences by introducing innovative forms of education. However, it remains unclear how these AR games, characterised by diverse game genres, can effectively integrate into traditional educational processes, considering various theoretical learning paradigms and models. This chapter addresses this gap in knowledge by conducting a comprehensive analysis of game genres, learning paradigms, and theories applied in diverse AR games within the educational domain. We present various AR games developed in the academia as well as commercially available AR games in the field of education, which we classified by year of publication, school subject, game genres, AR systems, learning environment, learning paradigms and theories, target group(s), research method and study sample size (the last two …
Total citations
2020202120222023202437887
Scholar articles
M Weerasinghe, A Quigley, J Ducasse… - Augmented reality games II: The gamification of …, 2024