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dc.contributor.authorVidenovik, Maja
dc.contributor.authorVold, Tone
dc.contributor.authorKiønig, Linda Vibeke
dc.contributor.authorTrajkovic, Vladimir
dc.date.accessioned2020-09-16T10:29:10Z
dc.date.available2020-09-16T10:29:10Z
dc.date.created2020-02-11T13:15:40Z
dc.date.issued2019
dc.identifier.citation18th International Conference on Information Technology Based Higher Education and Training (ITHET)
dc.identifier.isbn978-1-7281-2464-3
dc.identifier.urihttps://hdl.handle.net/11250/2678038
dc.descriptionLenke til utgivers versjon /Link to publisher's version: https://ieeexplore.ieee.org/abstract/document/8937385
dc.description.abstractIntegration 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.en_US
dc.language.isoengen_US
dc.relation.ispartof18th International Conference on Information Technology Based Higher Education and Training (ITHET)
dc.subjectaugmented reality educational gamesen_US
dc.subjectquality of learningen_US
dc.subjectdesign thinking methodologyen_US
dc.subjectcollaborative learning environmentsen_US
dc.titleDesign Thinking Methodology for Increasing Quality of Experience of Augmented Reality Educational Gamesen_US
dc.typeChapteren_US
dc.description.versionacceptedVersionen_US
dc.subject.nsiVDP::Samfunnsvitenskap: 200en_US
dc.source.journal18th International Conference on Information Technology Based Higher Education and Training (ITHET)en_US
dc.identifier.cristin1793022
cristin.unitcode209,6,4,0
cristin.unitcode209,6,0,0
cristin.unitnameInstitutt for organisasjon, ledelse, styring
cristin.unitnameHandelshøgskolen Innlandet - Fakultet for økonomi og samfunnsvitenskap
cristin.ispublishedtrue
cristin.fulltextpostprint
cristin.qualitycode1


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