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...
Zapisane w:
| Korporacja: | |
|---|---|
| Kolejni autorzy: | |
| Format: | Elektroniczne E-book |
| Język: | angielski |
| Wydane: |
Cham :
Springer International Publishing : Imprint: Springer,
2024.
|
| Wydanie: | 2nd ed. 2024. |
| Hasła przedmiotowe: | |
| Dostęp online: | https://doi.org/10.1007/978-3-031-54475-0 |
| Etykiety: |
Dodaj etykietę
Nie ma etykietki, Dołącz pierwszą etykiete!
|
Spis treści:
- 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.