@inproceedings{ad1d3dcb3d6c4f95a30c9daa6bd10da6,
title = "An Augmented Reality Framework for Gamified Learning",
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.",
keywords = "Mixed reality, Augmented reality, Gamification, Learning, Microsoft HoloLens, EDUCATION",
author = "B. Hensen and I. Koren and R. Klamma and A. Herrler",
year = "2018",
doi = "10.1007/978-3-319-96565-9\_7",
language = "English",
isbn = "9783319965642",
volume = "11007",
series = "Lecture Notes in Computer Science",
publisher = "Springer",
pages = "67--76",
editor = "Gerhard Hancke and Marc Spaniol and Kitisak Osathanunkul and Sayan Unankard and Ralf Klamma",
booktitle = "ADVANCES IN WEB-BASED LEARNING - ICWL 2018",
address = "United States",
note = "17th International Conference on Web-Based Learning (ICWL) ; Conference date: 22-08-2018 Through 24-08-2018",
}