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ArQuest: Augmented reality in education

Elise Karlsson (Institutionen för tillämpad informationsteknologi (Chalmers)) ; Oscar Nygren (Institutionen för tillämpad informationsteknologi (Chalmers)) ; Mafalda Gamboa (Institutionen för tillämpad informationsteknologi (Chalmers)) ; Fredrik Thander (Institutionen för tillämpad informationsteknologi (Chalmers))
Proceedings of SIDeR’16 – student interaction design research conference (2016)
[Konferensbidrag, refereegranskat]

This paper describes the design and development of arQuest, an augmented reality-based questing system for education. Students use the arQuest app on their mobile devices to seek, solve and create their own quests; thereby expanding the classroom and promoting learning through creation. The design process pursued a technology-driven approach with methods employed from human centered design, and resulted in three prototypes: a storyboard, a system diagram, and a mobile application demo. These were ultimately presented and demonstrated at the IDXPO exhibition of 2015, dedicated to projects exploring mixed reality in education.

Nyckelord: Education, augmented reality, gamification, location-based

Denna post skapades 2016-03-08. Senast ändrad 2016-03-08.
CPL Pubid: 232869


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