The Gamification of Education, Medicine and Art
E-Book, Englisch, 365 Seiten, eBook
ISBN: 978-3-031-54475-0
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
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.