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Augmented Reality Games II The Gamification of Education, Medicine and Art

Title
Augmented Reality Games II [electronic resource] : The Gamification of Education, Medicine and Art / edited by Vladimir Geroimenko.
ISBN
9783031544750
Edition
2nd ed. 2024.
Publication
Cham : Springer International Publishing : Imprint: Springer, 2024.
Physical Description
1 online resource (XIX, 365 p.) 147 illus., 128 illus. in color.
Local Notes
Access is available to the Yale community.
Access and use
Access restricted by licensing agreement.
Summary
This is the second edition of the first ever research monograph that explores the exciting field of augmented reality games and their enabling technologies. The new edition has been thoroughly revised and updated, with 6 new chapters included. As well as investigating augmented reality games in education, the book covers the gamification of medicine, healthcare, and art. It has been written by a team of 43 researchers, practitioners, and artists from 12 countries, pioneering in developing and researching the new type of computer games. This book deals with a systematic analysis of educational augmented reality games, the gamification of elementary and secondary education, teachers' novel key skills and new teaching methods in the classroom, creating immersive and playful reading experiences, augmented reality games for health promotion in old age and for transforming dental and physical education and practice, the gamification of augmented reality art, pervasive games, and gaming in public spaces, among other topics. Intended as a starting point for exploring this new fascinating area of research and game development, it will be essential reading not only for researchers, practitioners, game developers, and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
Variant and related titles
Springer ENIN.
Other formats
Printed edition:
Printed edition:
Printed edition:
Format
Books / Online
Language
English
Added to Catalog
May 08, 2024
Contents
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.
Also listed under
Geroimenko, Vladimir. editor.
SpringerLink (Online service)
Citation

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