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An Augmented Reality Framework for Gamified Learning

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Advances in Web-Based Learning – ICWL 2018 (ICWL 2018)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 11007))

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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 workplace 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.

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Notes

  1. 1.

    https://github.com/rwth-acis/GaMR/.

  2. 2.

    https://www.microsoft.com/de-de/store/p/holoanatomy/9nblggh4ntd3.

  3. 3.

    https://www.microsoft.com/de-de/hololens.

  4. 4.

    https://unity3d.com/de.

  5. 5.

    https://github.com/Microsoft/MixedRealityToolkit-Unity.

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Acknowledgements

This project has received funding from the European Union’s Horizon 2020 research and innovation program under grant agreement No 687669 (WEKIT) and from the European Union’s Erasmus Plus program, grant agreement 2017-1-NO01-KA203-034192 (AR-FOR-EU).

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Correspondence to Benedikt Hensen .

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Hensen, B., Koren, I., Klamma, R., Herrler, A. (2018). An Augmented Reality Framework for Gamified Learning. In: Hancke, G., Spaniol, M., Osathanunkul, K., Unankard, S., Klamma, R. (eds) Advances in Web-Based Learning – ICWL 2018. ICWL 2018. Lecture Notes in Computer Science(), vol 11007. Springer, Cham. https://doi.org/10.1007/978-3-319-96565-9_7

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  • DOI: https://doi.org/10.1007/978-3-319-96565-9_7

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-96564-2

  • Online ISBN: 978-3-319-96565-9

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