Skip to main content

2024 | OriginalPaper | Buchkapitel

2. New Horizons for Digital Youth: Augmented Reality and the Gamification of Elementary and Secondary Education

verfasst von : Joseph G. Barile, Kara Sanguiolo, Shruthi Krishna, Xihang Wang, Mary O’Connor, Clara S. Goldman, Anna R. Goldman, Ruth L. Milanaik

Erschienen in: Augmented Reality Games II

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

This chapter discusses the use of augmented reality (AR) in a variety of educational settings in elementary and secondary school. AR refers to the enhanced, interactive version of real-world environments through digital elements via holographic technology. Recently, educators have begun to investigate how AR can be used in schools. In an age where captivating students’ interest and attention has become more difficult, in part due to widespread smartphone usage, teachers must devise new ways to engage their classrooms. Importantly, AR is a technology that often requires smartphone use, thus capitalizing on the technology already held at student fingertips. In the following sections, this chapter discusses the relationship between AR games and enriched experiences for child and adolescent users. Focusing on elementary and secondary school curricula, this chapter highlights potential positive and energizing youth experiences using the gamification of science, mathematics, history, English, arts, music, and general socialization. This chapter concludes with the discussion of the responsibilities and roles of parents, educators, and students in maintaining the safety of AR for youth.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literatur
Zurück zum Zitat Challenor J, Ma M (2019) A review of augmented reality applications for history education and heritage visualisation. Multimodal Technol Interact 3:39CrossRef Challenor J, Ma M (2019) A review of augmented reality applications for history education and heritage visualisation. Multimodal Technol Interact 3:39CrossRef
Zurück zum Zitat Keil J et al (2013) A digital look at physical museum exhibits: designing personalized stories with handheld augmented reality in museums. In: Digital heritage international congress (DigitalHERITAGE), vol 2 Keil J et al (2013) A digital look at physical museum exhibits: designing personalized stories with handheld augmented reality in museums. In: Digital heritage international congress (DigitalHERITAGE), vol 2
Zurück zum Zitat Lin CY, Yu WJ, Chen W et al (2016) The effect of literacy learning via mobile augmented reality for the students with ADHD and reading disabilities. In: Antona M, Stephanidis C (eds) Universal access in human-computer interaction. Users and context diversity. UAHCI 2016. Lecture notes in computer science, vol 9739. https://doi.org/10.1007/978-3-319-40238-3_11 Lin CY, Yu WJ, Chen W et al (2016) The effect of literacy learning via mobile augmented reality for the students with ADHD and reading disabilities. In: Antona M, Stephanidis C (eds) Universal access in human-computer interaction. Users and context diversity. UAHCI 2016. Lecture notes in computer science, vol 9739. https://​doi.​org/​10.​1007/​978-3-319-40238-3_​11
Zurück zum Zitat Ma M, Cowar S, Walker C (2017) Question-answering virtual humans based on pre-recorded testimonies for Holocaust education. In: Serious games and edutainment applications, vol II, pp 391–409 Ma M, Cowar S, Walker C (2017) Question-answering virtual humans based on pre-recorded testimonies for Holocaust education. In: Serious games and edutainment applications, vol II, pp 391–409
Metadaten
Titel
New Horizons for Digital Youth: Augmented Reality and the Gamification of Elementary and Secondary Education
verfasst von
Joseph G. Barile
Kara Sanguiolo
Shruthi Krishna
Xihang Wang
Mary O’Connor
Clara S. Goldman
Anna R. Goldman
Ruth L. Milanaik
Copyright-Jahr
2024
DOI
https://doi.org/10.1007/978-3-031-54475-0_2