Eliciting Educators' Needs on the Design and Application of Augmented Reality Educational Board Games on Cultural Heritage: The case of CHARMap

被引:2
作者
Kalmpourtzis, George [1 ]
Ketsiakidis, George [2 ]
Vrysis, Lazaros [3 ]
Xi, Tao [2 ]
Wang, Xiao Ling [4 ]
Dimoulas, Charalampos [5 ]
机构
[1] Infinit Design Labs, Laussonne, France
[2] Shanghai Jiao Tong Univ, Sch Design, Shanghai, Peoples R China
[3] Aristotle Univ Thessaloniki, Lab Electroacoust & TV Syst, Thessaloniki, Greece
[4] Shanghai Jiao Tong Univ, Sch Media & Commun, Shanghai, Peoples R China
[5] Aristotle Univ Thessaloniki, Thessaloniki, Greece
来源
PROCEEDINGS OF THE 2021 IEEE GLOBAL ENGINEERING EDUCATION CONFERENCE (EDUCON) | 2021年
关键词
game based learning; augmented reality; interactive storytelling; cultural heritage; game design; SKILLS;
D O I
10.1109/EDUCON46332.2021.9453877
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The education of cultural heritage has been in the spotlight of the academia and the industry. In the scope of teaching about cultural heritage in Greece and China, an Augmented Reality board game, called CHARMap, was created. The game aims at providing at creating intrinsically motivating learning experiences for students and explore possibilities towards a positive impact on educators' adoption of Augmented Reality technologies in learning contexts. This paper presents a pilot study during which primary and high school educators in Greece and China were presented with and explored the functionalities of this Augmented Reality board game. The aim of the study was to explore educators' potential interest and needs regarding the use of an Augmented Reality educational game around Cultural Heritage in their classrooms. The study contributes to the broader academic research body by providing empirical evidence concerning the design, adoption and application of Augmented Reality educational games on cultural heritage in classrooms.
引用
收藏
页码:1288 / 1292
页数:5
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