{"title":"“克拉维斯·奥雷亚”:用于地方历史教学的增强现实游戏","authors":"G. Koutromanos, T. Pittara, Christopher Tripoulas","doi":"10.24018/ejers.2020.0.cie.2310","DOIUrl":null,"url":null,"abstract":"The aim of this study was the design, development, and evaluation of an Augmented Reality game to teach students about the local history of a Greek island. Design-based research served as the foundation of this study’s methodology. Experts in ICT in education, teachers with knowledge of the local history and primary education students participated in the evaluation of this study. The results of the evaluation showed that the game presents satisfactory levels of usability and that its content is compatible with the island’s local history. Among the factors influencing its use by students were internet connectivity, the large number of visitors at the archaeological site where the game was played, and the problem of coordinating the student groups.","PeriodicalId":12029,"journal":{"name":"European Journal of Engineering Research and Science","volume":"29 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2020-12-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"“Clavis Aurea”: An augmented Reality Game for the Teaching of Local History\",\"authors\":\"G. Koutromanos, T. Pittara, Christopher Tripoulas\",\"doi\":\"10.24018/ejers.2020.0.cie.2310\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The aim of this study was the design, development, and evaluation of an Augmented Reality game to teach students about the local history of a Greek island. Design-based research served as the foundation of this study’s methodology. Experts in ICT in education, teachers with knowledge of the local history and primary education students participated in the evaluation of this study. The results of the evaluation showed that the game presents satisfactory levels of usability and that its content is compatible with the island’s local history. Among the factors influencing its use by students were internet connectivity, the large number of visitors at the archaeological site where the game was played, and the problem of coordinating the student groups.\",\"PeriodicalId\":12029,\"journal\":{\"name\":\"European Journal of Engineering Research and Science\",\"volume\":\"29 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-12-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"European Journal of Engineering Research and Science\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.24018/ejers.2020.0.cie.2310\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"European Journal of Engineering Research and Science","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24018/ejers.2020.0.cie.2310","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
“Clavis Aurea”: An augmented Reality Game for the Teaching of Local History
The aim of this study was the design, development, and evaluation of an Augmented Reality game to teach students about the local history of a Greek island. Design-based research served as the foundation of this study’s methodology. Experts in ICT in education, teachers with knowledge of the local history and primary education students participated in the evaluation of this study. The results of the evaluation showed that the game presents satisfactory levels of usability and that its content is compatible with the island’s local history. Among the factors influencing its use by students were internet connectivity, the large number of visitors at the archaeological site where the game was played, and the problem of coordinating the student groups.