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Mobile Educational Augmented Reality Games: A Systematic Literature Review and Two Case Studies

机译:移动教育增强现实游戏:系统文献综述和两个案例研究

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Augmented reality (AR) has evolved from research projects into mainstream applications that cover diverse fields, such as entertainment, health, business, tourism and education. In particular, AR games, such as Pokémon Go, have contributed to introducing the AR technology to the general public. The proliferation of modern smartphones and tablets with large screens, cameras, and high processing power has ushered in mobile AR applications that can provide context-sensitive content to users whilst freeing them to explore the context. To avoid ambiguity, I define mobile AR as a type of AR where a mobile device (smartphone or tablet) is used to display and interact with virtual content that is overlaid on top of a real-time camera feed of the real world. Beyond being mere entertainment, AR and games have been shown to possess significant affordances for learning. Although previous research has done a decent job of reviewing research on educational AR applications, I identified a need for a comprehensive review on research related to educational mobile AR games (EMARGs). This paper explored the research landscape on EMARGs over the period 2012–2017 through a systematic literature review complemented by two case studies in which the author participated. After a comprehensive literature search and filtering, I analyzed 31 EMARGs from the perspectives of technology, pedagogy, and gaming. Moreover, I presented an analysis of 26 AR platforms that can be used to create mobile AR applications. I then discussed the results in depth and synthesized my interpretations into 13 guidelines for future EMARG developers.
机译:增强现实(AR)已从研究项目演变为涵盖娱乐,保健,商务,旅游和教育等各个领域的主流应用。尤其是,诸如《神奇宝贝Go》之类的AR游戏为向公众介绍AR技术做出了贡献。具有大屏幕,摄像头和高处理能力的现代智能手机和平板电脑的普及已经引入了移动AR应用程序,该应用程序可以为用户提供上下文相关的内容,同时使他们有更多的空间来探索上下文。为避免歧义,我将移动AR定义为一种AR类型,其中使用移动设备(智能手机或平板电脑)来显示虚拟内容,并与覆盖在真实世界的实时摄像头顶部的虚拟内容进行交互。除了娱乐之外,AR和游戏已被证明具有重要的学习能力。尽管以前的研究在审查教育性AR应用程序方面做得不错,但我发现有必要对与教育性移动AR游戏(EMARGs)相关的研究进行全面审查。本文通过系统的文献综述和作者参与的两个案例研究,探索了2012-2017年间EMARGs的研究前景。经过全面的文献搜索和筛选后,我从技术,教学法和游戏的角度分析了31种EMARG。此外,我介绍了可用于创建移动AR应用程序的26种AR平台的分析。然后,我深入讨论了结果,并将我的解释综合为未来EMARG开发人员的13条准则。

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