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2024 | OriginalPaper | Buchkapitel

1. Educational Augmented Reality Games

verfasst von : Maheshya Weerasinghe, Aaron Quigley, Julie Ducasse, Klen Čopič Pucihar, Matjaž Kljun

Erschienen in: Augmented Reality Games II

Verlag: Springer International Publishing

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Abstract

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 just for the games in academia). The classified data was analysed to identify how AR games, rooted in various game genres, contribute to the enhancement of the educational process. The findings of this analysis shed light on the intersection between AR game design, theoretical paradigms and learning models, offering insights into the potential benefits for education and guidelines for designing AR educational games across different contexts.

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Metadaten
Titel
Educational Augmented Reality Games
verfasst von
Maheshya Weerasinghe
Aaron Quigley
Julie Ducasse
Klen Čopič Pucihar
Matjaž Kljun
Copyright-Jahr
2024
DOI
https://doi.org/10.1007/978-3-031-54475-0_1