An Augmented Reality Framework for Gamified Learning

  • B. Hensen*
  • , I. Koren
  • , R. Klamma
  • , A. Herrler
  • *Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

Abstract

Formal education with physical objects is resource-intensive and does not scale well. In self-regulated settings, the long-term motivation of learners is an additional issue. Interactive 3D models provide a solution, as they can be replicated as needed. The user experience and immersiveness suffers in conventional Web-based viewers. The concept of mixed reality which encompasses both virtual and augmented reality creates new opportunities. In this article, we present a framework for mixed reality training that allows students to experience 3D models in an augmented reality environment. The resulting app runs on the Microsoft HoloLens and is suited for several settings like bedside teaching and work-place learning. User motivation and learning success are supported by a gamification strategy that rewards the successful completion of quizzes. We evaluated our framework with students of a medical university. Our open source software can be readily employed in various academic and industrial application areas.
Original languageEnglish
Title of host publicationADVANCES IN WEB-BASED LEARNING - ICWL 2018
EditorsGerhard Hancke, Marc Spaniol, Kitisak Osathanunkul, Sayan Unankard, Ralf Klamma
PublisherSpringer
Pages67-76
Number of pages10
Volume11007
ISBN (Print)9783319965642
DOIs
Publication statusPublished - 2018
Event17th International Conference on Web-Based Learning (ICWL) - THAILAND
Duration: 22 Aug 201824 Aug 2018

Publication series

SeriesLecture Notes in Computer Science
Volume11007
ISSN0302-9743

Conference

Conference17th International Conference on Web-Based Learning (ICWL)
Period22/08/1824/08/18

Keywords

  • Mixed reality
  • Augmented reality
  • Gamification
  • Learning
  • Microsoft HoloLens
  • EDUCATION

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