메뉴 건너뛰기




Volumn , Issue , 2013, Pages 258-263

An innovative augmented reality educational platform using Gamification to enhance lifelong learning and cultural education

Author keywords

AR book; Augmented reality; Culture; E learning; Education; Engagement; Gamification

Indexed keywords

EDUCATIONAL PLATFORMS; ENGAGEMENT; GAMIFICATION; IMMERSIVE APPLICATION; LIFE LONG LEARNING; RESEARCH PROPOSALS; TECHNOLOGICAL ADVANCES; VIRTUAL LABORATORIES;

EID: 84888986877     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1109/IISA.2013.6623724     Document Type: Conference Paper
Times cited : (48)

References (21)
  • 2
    • 0008917059 scopus 로고    scopus 로고
    • Hearts, clubs, diamonds, spades: Players who suit muds
    • July
    • R. Bartle, "Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs," The Journal of Virtual Environments, vol.1, no.1, July 1996.
    • (1996) The Journal of Virtual Environments , vol.1 , Issue.1
    • Bartle, R.1
  • 3
    • 84889049625 scopus 로고    scopus 로고
    • PARIS, the great saga
    • ISBN : 978-2-08-128572-9, October
    • D. Busson, "PARIS, The Great Saga," Flammarion, ISBN : 978-2-08-128572-9, October 2012.
    • (2012) Flammarion
    • Busson, D.1
  • 6
    • 84873368072 scopus 로고    scopus 로고
    • Framework for designing and evaluating game achievements
    • Hilversum, Netherlands, Sept
    • J. Hamari, E. Veikko, "Framework for designing and evaluating game achievements," Proc. Digra Conference: Think Design Play, Hilversum, Netherlands, Sept. 2011.
    • (2011) Proc. Digra Conference: Think Design Play
    • Hamari, J.1    Veikko, E.2
  • 7
    • 84888062850 scopus 로고    scopus 로고
    • The gamification of learning and instruction: Game-Based methods and strategies for training and education
    • May
    • K. M. Kapp,"The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education," Pfeiffer, May 2012.
    • (2012) Pfeiffer
    • Kapp, K.M.1
  • 8
    • 84869026652 scopus 로고    scopus 로고
    • Amification in education: What, how, why bother?
    • G
    • J. J. Lee, J. Hammer "Gamification in education: What, how, why bother?" Academic Exchange Quarterly, 15(2), 2011.
    • (2011) Academic Exchange Quarterly , vol.15 , Issue.2
    • Lee, J.J.1    Hammer, J.2
  • 12
    • 84924777459 scopus 로고    scopus 로고
    • Getting started with gamification
    • Overland Park, KS: Scholar Space @ JCCC, August
    • A. Sumner, "Getting started with gamification," Proc. SIDLIT Conference, Overland Park, KS: Scholar Space @ JCCC, August 2011.
    • (2011) Proc. SIDLIT Conference
    • Sumner, A.1
  • 13
    • 84883718328 scopus 로고    scopus 로고
    • Gamification by design: Implementing game mechanics in web and mobile apps
    • 1st edition, ISBN: 978-1449397678, August
    • G. Zichermann, C. Cunningham, "Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps," O'Reilly Media, 1st edition, ISBN: 978-1449397678, August 2011.
    • (2011) O'Reilly Media
    • Zichermann, G.1    Cunningham, C.2
  • 14
    • 84889006080 scopus 로고    scopus 로고
    • http://augmentedrealitydevelopmentlab.com
  • 15
    • 84889016894 scopus 로고    scopus 로고
    • http://en.wikipedia.org/wiki/Augmented-reality
  • 16
    • 84888984512 scopus 로고    scopus 로고
    • http://en.wikipedia.org/wiki/Gamification
  • 17
    • 84889024368 scopus 로고    scopus 로고
    • http://martinkovacovsky.ch/die-kelten
  • 18
    • 84889001360 scopus 로고    scopus 로고
    • http://unity3d.com
  • 19
    • 84888996788 scopus 로고    scopus 로고
    • http://www.blender.org
  • 20
    • 84889004212 scopus 로고    scopus 로고
    • http://www.gamification.org/education
  • 21
    • 84888997535 scopus 로고    scopus 로고
    • https://developer.vuforia.com


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.