An Augmented Reality Platform with Gamification for Learning Based on Virtual Campus Scenes

Chenxin Wu, Mengjie Huang*, Rui Yang, Wenxin Sun, Yixin Liu, Yuwei Liu

*Corresponding author for this work

Research output: Chapter in Book or Report/Conference proceedingConference Proceedingpeer-review

Abstract

In the context of education, the gamification concept emphasizes warming up the learning atmosphere by combining various technologies. Immersive technology, such as augmented reality (AR), has gained widespread attention as an excellent medium to combine with gamification concepts as an emerging approach to education. This paper proposed a platform design for the gamification of student learning in an AR immersive environment based on virtual campus scenes; it emphasizes motivation intervention in the learning process at special points in the learning process, thus enhancing motivation in learning. Moreover, this paper delves into user experience of two interaction methods, including finger-Touch and hand-motion, in handheld AR supported by this platform. Based on the findings, finger-Touch is rated higher subjectively, and hand-motion performs objectively superior. This study contributes to not only build a comprehensive learning platform with motivation intervention, but it also introduce different impacts in user experience between two handheld interaction methods.

Original languageEnglish
Title of host publication2023 IEEE 2nd International Conference on Cognitive Aspects of Virtual Reality, CVR 2023
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9798350338638
DOIs
Publication statusPublished - 2023
Event2nd IEEE International Conference on Cognitive Aspects of Virtual Reality, CVR 2023 - Veszprem, Hungary
Duration: 26 Oct 202327 Oct 2023

Publication series

Name2023 IEEE 2nd International Conference on Cognitive Aspects of Virtual Reality, CVR 2023

Conference

Conference2nd IEEE International Conference on Cognitive Aspects of Virtual Reality, CVR 2023
Country/TerritoryHungary
CityVeszprem
Period26/10/2327/10/23

Keywords

  • augmented reality (AR)
  • gamification
  • learning
  • user study

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