An innovative augmented reality educational platform using Gamification to enhance lifelong learning and cultural education

Chantzi Athanasia Eleftheria, Plessa Charikleia, Chatziparadeisis Gkanas Iason, Tsakalidis Athanasios, Tsolis Dimitrios
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引用次数: 22

Abstract

This paper proves that Life-long learning and Cultural Education can be supported through the use of technological advances and techniques which so far were extensively used in Games and immersive applications. In order to promote learning, this research proposal focuses on Augmented Reality (AR) and on Gamification for the creation of an educational AR book. The suggested learning subject is Science aimed at children between the ages of 10-12 years old, although the platform can be easily applied also to Culture, Arts and History. In our project, users interact with a virtual laboratory and are able to perform experiments and complete challenges through gaming so as to expand and test their knowledge. Using AR and gamification techniques, the aim is to deliver a more comprehensive understanding of the subject matter while at the same time engage learners and increase their enjoyment during the learning process. By engaging learners in cultural subjects, the cultural heritage is delivered to next generations and remains alive.
一个创新的增强现实教育平台,利用游戏化来加强终身学习和文化教育
本文证明,通过使用迄今为止在游戏和沉浸式应用中广泛使用的技术进步和技术,可以支持终身学习和文化教育。为了促进学习,本研究计划侧重于增强现实(AR)和游戏化,以创建一本教育AR书籍。建议的学习科目是针对10-12岁儿童的科学,尽管该平台也可以很容易地应用于文化、艺术和历史。在我们的项目中,用户与虚拟实验室进行交互,可以通过游戏进行实验和完成挑战,从而扩展和测试自己的知识。使用AR和游戏化技术,目的是提供对主题更全面的理解,同时吸引学习者并增加他们在学习过程中的乐趣。通过让学习者参与文化主题,文化遗产得以传承给下一代,并保持活力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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