Abstract

In this paper, Augmented Reality (AR) and Videogames are presented as two technologies suitable to be applied (independently and mixed) to Climate Change issues. The article is centered on teaching-learning, sensitization and awareness campaigns about Climate Change. On one hand, Augmented Reality and some examples of Climate-Change-related applications are presented. On the other hand, videogames are presented as useful tools for learning under the philosophy of Digital Game-Based Learning (DGBL). Some principles of DGBL are discussed and some examples of videogames applied to Climate Change issues are presented. Lastly Augmented Reality games are explored and an early classification is introduced. Finally, it is concluded that videogames and Augmented Reality are two current technologies that must be applied to processes related to education on climate change due to their features and nature.

Highlights

  • In this paper, Augmented Reality (AR) and Videogames are presented as two technologies suitable to be applied to Climate Change issues

  • The article is centered on teachinglearning, sensitization and awareness campaigns about Climate Change

  • Videogames are presented as useful tools for learning under the philosophy of Digital Game-Based Learning (DGBL)

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Summary

REALIDAD AUMENTADA aplicaciones de Realidad Aumentada se

Un sistema de Realidad Aumentada es un mezcla contenido del mundo real con sistema que permite la visualización de una elementos virtuales. Los capa virtual superpuesta sobre elementos del Videojuegos son aplicaciones de mundo real (Azuma 1997). Consideramos que estas tecnologías, cada o aumentar las capacidades (reales) de un vez más fácilmente accesibles al público en usuario al interactuar con un sistema general, son parte de una revolución informático. Según Azuma (Azuma 1997) para que un los aspectos del Cambio Climático y con ello sistema se clasifique como sistema de realidad permitir una aumentar la concientización de la aumentada, este: sociedad en general sobre esta problemática. - El investigador Sean Michael White desarrolló una aplicación para identificar plantas por medio del reconocimiento de imágenes y realidad aumentada. Clasificación de aplicaciones de realidad aumentada (Tobar et al 2013)

Ejemplos de aplicaciones de Realidad Aumentada
Ventajas de la Realidad Aumentada en procesos de enseñanza-aprendizaje
VIDEOJUEGOS
Problemas bien ordenados
Videojuegos con Realidad Aumentada
Full Text
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