Augmented Reality Games II

Augmented Reality Games II

The Gamification of Education, Medicine and Art

Geroimenko, Vladimir

Springer International Publishing AG

06/2024

365

Dura

9783031544743

Pré-lançamento - envio 15 a 20 dias após a sua edição

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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.
Augmented Reality Games;Augmented Reality Game-Based Learning;Augmented Education;Gamification in Cognitive Assessment and Cognitive Training;Designing Educational Mobile Augmented Reality Games