Abstract

Augmented Reality (AR) games, in the education sector, have the potential to enable new forms of learning and transform the learning experience. However, it remains unclear how these AR games whose designs are based on diverse game genres can be used to leverage the conventional education process in the context of different theoretical paradigms and models used in learning. This chapter addresses these challenges by providing an analysis of game genres, learning paradigms, theories and models used in different AR games in the field of education. Hence, we present a selected number of previous studies of AR games in the field of education, which are classified by year of publication, school subject, research method, game genres, AR systems, learning environment, learning paradigms and theories, target group(s) and study sample size. The classified data is analysed to identify how AR games designed based on diverse game genres can be used to benefit the educational process in the context of different theoretical paradigms and models used in learning.

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