TY - GEN
T1 - An Augmented Reality Platform with Gamification for Learning Based on Virtual Campus Scenes
AU - Wu, Chenxin
AU - Huang, Mengjie
AU - Yang, Rui
AU - Sun, Wenxin
AU - Liu, Yixin
AU - Liu, Yuwei
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - 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.
AB - 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.
KW - augmented reality (AR)
KW - gamification
KW - learning
KW - user study
UR - http://www.scopus.com/inward/record.url?scp=85184854829&partnerID=8YFLogxK
U2 - 10.1109/CVR58941.2023.10395363
DO - 10.1109/CVR58941.2023.10395363
M3 - Conference Proceeding
AN - SCOPUS:85184854829
T3 - 2023 IEEE 2nd International Conference on Cognitive Aspects of Virtual Reality, CVR 2023
BT - 2023 IEEE 2nd International Conference on Cognitive Aspects of Virtual Reality, CVR 2023
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2nd IEEE International Conference on Cognitive Aspects of Virtual Reality, CVR 2023
Y2 - 26 October 2023 through 27 October 2023
ER -