Please use this identifier to cite or link to this item: http://hdl.handle.net/20.500.12188/26059
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dc.contributor.authorVidenovik, Majaen_US
dc.contributor.authorTrajkovik, Vladimiren_US
dc.contributor.authorVibeke Kiønig, Lindaen_US
dc.contributor.authorVold, Toneen_US
dc.date.accessioned2023-03-09T08:30:41Z-
dc.date.available2023-03-09T08:30:41Z-
dc.date.issued2020-09-
dc.identifier.urihttp://hdl.handle.net/20.500.12188/26059-
dc.description.abstractAdequate pedagogical approaches for integration of technology in the learning process create new opportunities for improving the quality of teaching and learning experiences, raising students’ interest and motivation for the classroom activities at the same time. Game-based learning implemented with different technologies can utilize students’ energy and enthusiasm for educational purposes. In order to increase the quality of experience of the learning process, elements of popular games (e.g., mobile games and augmented reality games) should be used in the educational context. This paper proposes methodological guideline that can be used for the integration of games in education. The methodological guideline defines the two steps process of creating educational games starting from students’ attitudes and needs, and then incorporates educational outcomes. As a case-study augmented reality educational games platform was designed in order to illustrate the possibilities and benefits of the proposed approach.en_US
dc.publisherSpringer USen_US
dc.relation.ispartofMultimedia tools and applicationsen_US
dc.subjectAugmented reality educational games. Quality of experience of learning . Gamebased learning . Interactive learning environmentsen_US
dc.titleIncreasing quality of learning experience using augmented reality educational gamesen_US
dc.typeJournal Articleen_US
item.grantfulltextopen-
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Appears in Collections:Faculty of Computer Science and Engineering: Journal Articles
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