Augmented Reality Games II The Gamification of Education, Medicine and Art /
This is the second edition of the first ever research monograph that explores the exciting field of augmented reality games and their enabling technologies. The new edition has been thoroughly revised and updated, with 6 new chapters included. As well as investigating augmented reality games in educ...
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| Співавтор: | |
|---|---|
| Інші автори: | |
| Формат: | Електронний ресурс eКнига |
| Мова: | Англійська |
| Опубліковано: |
Cham :
Springer International Publishing : Imprint: Springer,
2024.
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| Редагування: | 2nd ed. 2024. |
| Предмети: | |
| Онлайн доступ: | https://doi.org/10.1007/978-3-031-54475-0 |
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| 245 | 1 | 0 | |a Augmented Reality Games II |h [electronic resource] : |b The Gamification of Education, Medicine and Art / |c edited by Vladimir Geroimenko. |
| 250 | |a 2nd ed. 2024. | ||
| 264 | 1 | |a Cham : |b Springer International Publishing : |b Imprint: Springer, |c 2024. | |
| 300 | |a XIX, 365 p. 147 illus., 128 illus. in color. |b online resource. | ||
| 336 | |a text |b txt |2 rdacontent | ||
| 337 | |a computer |b c |2 rdamedia | ||
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| 341 | 0 | |b Table of contents navigation |2 onix | |
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| 341 | 0 | |b All non-decorative content supports reading without sight |2 onix | |
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| 505 | 0 | |a Part I: Augmented reality games in education -- Educational augmented reality games -- New horizons for digital youth: Augmented reality and the gamification of elementary and secondary education -- A new key competence: Teachers’ methodological knowledge of augmented reality and its gaming potential -- Augmented imagination: Creating immersive and playful reading experiences -- Learning to build a Doric temple: The augmentation of knowledge through AR gamification -- Explorations in mixed reality with learning and teaching frameworks: Lessons from Ludus and the Vulcan academy -- Novel teaching methods in the classroom: The use of augmented reality games -- Part II: Augmented reality games in medicine and healthcare -- The unexplored potential of playful ambient projection-based AR to improve well-being -- Augmented reality games for health promotion in old age -- The healing App: Augmented reality and art for pediatric patients with chronic pain -- From boring to engaging: Using gamification to transform dental education and practice -- The gamification of physical education using augmented reality technology -- Part III: Augmented reality games in art -- The gamification of augmented reality art -- Unintended consequence: Pervasive games and public art -- Defacing the ‘Balloon Dog’: Art, algorithmic culture and augmented reality -- Circumpolar gamifications in the age of global warming: Ice levels, anxiety and the Anthropocene -- Augmented reality gaming in public space: Dealing with non-player characters or having a shared experience?- Concluding remarks. | |
| 520 | |a This is the second edition of the first ever research monograph that explores the exciting field of augmented reality games and their enabling technologies. The new edition has been thoroughly revised and updated, with 6 new chapters included. As well as investigating augmented reality games in education, the book covers the gamification of medicine, healthcare, and art. It has been written by a team of 43 researchers, practitioners, and artists from 12 countries, pioneering in developing and researching the new type of computer games. This book deals with a systematic analysis of educational augmented reality games, the gamification of elementary and secondary education, teachers’ novel key skills and new teaching methods in the classroom, creating immersive and playful reading experiences, augmented reality games for health promotion in old age and for transforming dental and physical education and practice, the gamification of augmented reality art, pervasive games, and gaming in public spaces, among other topics. Intended as a starting point for exploring this new fascinating area of research and game development, it will be essential reading not only for researchers, practitioners, game developers, and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games. | ||
| 532 | 8 | |a Accessibility summary: This PDF does not fully comply with PDF/UA standards, but does feature limited screen reader support, described non-text content (images, graphs), bookmarks for easy navigation and searchable, selectable text. Users of assistive technologies may experience difficulty navigating or interpreting content in this document. We recognize the importance of accessibility, and we welcome queries about accessibility for any of our products. If you have a question or an access need, please get in touch with us at accessibilitysupport@springernature.com. | |
| 532 | 8 | |a No reading system accessibility options actively disabled | |
| 532 | 8 | |a Publisher contact for further accessibility information: accessibilitysupport@springernature.com | |
| 650 | 0 | |a User interfaces (Computer systems). | |
| 650 | 0 | |a Human-computer interaction. | |
| 650 | 0 | |a Computer games |x Programming. | |
| 650 | 0 | |a Education |x Data processing. | |
| 650 | 0 | |a Medical informatics. | |
| 650 | 1 | 4 | |a User Interfaces and Human Computer Interaction. |
| 650 | 2 | 4 | |a Game Development. |
| 650 | 2 | 4 | |a Computers and Education. |
| 650 | 2 | 4 | |a Health Informatics. |
| 700 | 1 | |a Geroimenko, Vladimir. |e editor. |4 edt |4 http://id.loc.gov/vocabulary/relators/edt | |
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