DocumentCode :
3401791
Title :
An innovative augmented reality educational platform using Gamification to enhance lifelong learning and cultural education
Author :
Eleftheria, Chantzi Athanasia ; Charikleia, Plessa ; Iason, Chatziparadeisis Gkanas ; Athanasios, Tsakalidis ; Dimitrios, Tsolis
Author_Institution :
Dept. of Comput. Eng. & Inf., Univ. of Patras, Patras, Greece
fYear :
2013
fDate :
10-12 July 2013
Firstpage :
1
Lastpage :
5
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.
Keywords :
art; augmented reality; computer aided instruction; computer games; continuing professional development; cultural aspects; history; AR techniques; arts; cultural education; cultural heritage; cultural subjects; educational AR book; gamification techniques; history; immersive applications; innovative augmented reality educational platform; learning subject; lifelong learning; science learning; virtual laboratory; Augmented reality; Cultural differences; Electronic learning; Games; History; Three-dimensional displays; AR book; Augmented Reality; culture; e-learning; education; engagement; gamification;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Information, Intelligence, Systems and Applications (IISA), 2013 Fourth International Conference on
Conference_Location :
Piraeus
Print_ISBN :
978-1-4799-0770-0
Type :
conf
DOI :
10.1109/IISA.2013.6623724
Filename :
6623724
Link To Document :
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