Design thinking methodology for increasing quality of experience of augmented reality educational games
Date Issued
2019-09-26
Author(s)
Videnovik, Maja
Vold, Tone
Kiønig, Linda
Trajkovik, Vladimir
Abstract
Integration of technology in education with
adequate pedagogical approaches creates 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’ collaboration,
energy, and enthusiasm. 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 describes how
design thinking methodology can be used to propose a model
for the integration of games in education. The methodology
defines the process of creating educational games starting from
students’ attitudes and needs and moving towards needed
educational outcomes. As an example case study augmented
reality prototype game was designed in order to illustrate the
possibilities and benefits of the proposed methodology. The
achieved results confirm that the proposed methodology
ensures a powerful gaming experience and high-quality
learning experience.
adequate pedagogical approaches creates 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’ collaboration,
energy, and enthusiasm. 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 describes how
design thinking methodology can be used to propose a model
for the integration of games in education. The methodology
defines the process of creating educational games starting from
students’ attitudes and needs and moving towards needed
educational outcomes. As an example case study augmented
reality prototype game was designed in order to illustrate the
possibilities and benefits of the proposed methodology. The
achieved results confirm that the proposed methodology
ensures a powerful gaming experience and high-quality
learning experience.
Subjects
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