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Design Thinking Methodology for Increasing Quality of Experience of Augmented Reality Educational Games

Videnovik, Maja; Vold, Tone; Kiønig, Linda Vibeke; Trajkovic, Vladimir
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Accepted version
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ITHET_Design+thinking+methodology.pdf (715.7Kb)
Permanent lenke
https://hdl.handle.net/11250/2678038
Utgivelsesdato
2019
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  • Artikkel - fagfellevurdert vitenskapelig / Articles - peer-reviewed [1666]
  • Publikasjoner fra Cristin - INN [1110]
Originalversjon
https://ieeexplore.ieee.org/abstract/document/8937385
Sammendrag
Integration of technology in education with adequate pedagogical approaches creates new opportunities or improving the quality of teaching and learning experiences, raising students' interest and motivation for the classroom activities at the same time. Game-based learning implemented with different technologies can utilize students’ collaboration, energy, and enthusiasm. In order to increase the quality of experience of the learning process, elements of popular games (e.g. mobile games and augmented reality games) should be used in the educational context. This paper describes how design thinking methodology can be used to propose a model for the integration of games in education. The methodology defines the process of creating educational games starting from students’ attitudes and needs and moving towards needed educational outcomes. As an example case study augmented reality prototype game was designed in order to illustrate the possibilities and benefits of the proposed methodology. The achieved results confirm that the proposed methodology ensures a powerful gaming experience and high-quality learning experience.
Tidsskrift
18th International Conference on Information Technology Based Higher Education and Training (ITHET)

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