2018
DOI: 10.1007/978-3-319-75175-7_41
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Scoping the Window to the Universe; Design Considerations and Expert Evaluation of an Augmented Reality Mobile Application for Astronomy Education

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Cited by 6 publications
(8 citation statements)
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“…In that context, serious applications for gaming have been developed for several purposes. These include secondary education, especially for STEM topics [ 50 , 51 ], healthcare education [ 52 ], and wellness and healthcare interventions [ 53 , 54 , 55 , 56 ]. All these “soft” implementations of serious games come in contrast to one of the more “hard” applications of it in the form of neuro-rehabilitation interventions [ 57 ].…”
Section: Methodsmentioning
confidence: 99%
“…In that context, serious applications for gaming have been developed for several purposes. These include secondary education, especially for STEM topics [ 50 , 51 ], healthcare education [ 52 ], and wellness and healthcare interventions [ 53 , 54 , 55 , 56 ]. All these “soft” implementations of serious games come in contrast to one of the more “hard” applications of it in the form of neuro-rehabilitation interventions [ 57 ].…”
Section: Methodsmentioning
confidence: 99%
“…Even though for support in subjects such as chemistry [33], animal types [19], ecology [40], astronomy [17], memorization [46], poetry [51], programming [53], vocabulary [55], and robotics [56], there is only one publication for each of these subjects, the presence of MAR suggests an interest in applying this technology in diverse educational areas. In each of these fields, augmented reality was used to provide hands-on and visual experiences, facilitating the understanding of abstract concepts and encouraging student participation.…”
Section: Objectivementioning
confidence: 99%
“…For students at these levels, entertainment is paramount, because if they do not find this factor, they get bored and begin to look for another medium with which to interact [14]. MAR as a technology has been used to support the teaching of a variety of subjects in early and primary education such as STEM (science, technology, engineering and mathematics) [6], health [15], biology [16], astronomy [6,17], animal names and sounds [18,19], painting and reading [20], and language [14,21]. The motivation for the implementation of MAR, in the subjects described above, was that students innovatively receive teaching, with the use of digital technologies to improve the practical process of learning [22].…”
Section: Introductionmentioning
confidence: 99%
“…Basic interactivity , Tang et al, 2015, Ang and Lim, 2019, Sorrentino et al, 2015, Zhao et al, 2018, Protopsaltis et al, 2016, Hsu, 2017, Khan et al, 2018, Hrishikesh and Nair, 2016, Cao and Hou, 2018, Wei et al, 2019, Cerqueira et al, 2018, Klautke et al, 2018, Hsieh and Chen, 2019, Yilmaz and Goktas, 2017, Pérez-muñóz et al, 2020, Yin et al, 2020, Mikułowski and Brzostek-pawłowska, 2020, Estudante and Dietrich, 2020, Syahidi and Mohamed, 2020, Cruzado et al, 2020, Suzuki et al, 2020, Yusof et al, 2020, Theodoropoulou et al, 2020 Object interaction , Iqbal et al, 2019, Kum-biocca et al, 2019, Cen et al, 2019, Oh et al, 2016, Tscholl and Lindgren, 2016, Rusiñol et al, 2018, Kurniawan and Witjaksono, 2018, Boonbrahm et al, 2016, Antoniou et al, 2017, Amrit et al, 2015, Wei et al, 2018, Rammos and Bratitsis, 2019, Giasiranis and Sofos, 2017, Lytridis et al, 2018, Matsutomo et al, 2017…”
Section: Interaction Type Articlesmentioning
confidence: 99%