2014
DOI: 10.1007/978-3-319-04954-0_4
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Serious Games, Remote Laboratories and Augmented Reality to Develop and Assess Programming Skills

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Cited by 5 publications
(4 citation statements)
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“…Our peer-to-peer experiment [12] utilizing the SNAP [13] platform demonstrates the potential capabilities and usability of AR within a RAL framework. Other current JavaScript implementations provide options for utilizing WEB based implementations.…”
Section: Ral and Armentioning
confidence: 98%
“…Our peer-to-peer experiment [12] utilizing the SNAP [13] platform demonstrates the potential capabilities and usability of AR within a RAL framework. Other current JavaScript implementations provide options for utilizing WEB based implementations.…”
Section: Ral and Armentioning
confidence: 98%
“…Two of the researches classified as Prototype propose solutions for the support of programming classes, including logic, algorithm and writing and debugging programs (Table 6). Guenaga et al (Guenaga et al, 2014) and Itarrute et al (Iturrate et al, 2013) described the incremental of the game with an augmented gamified world interface and the Google Blockly graphical progra-mming language, respectively. Tumkor et al (Tumkor et al, 2012) described a multiplayer game laboratory environment that combines a remote lab with the virtual lab, enabling the share of variations.…”
Section: Systematic Mapping Outcomesmentioning
confidence: 99%
“…Tumkor et al (Tumkor et al, 2012) described a multiplayer game laboratory environment that combines a remote lab with the virtual lab, enabling the share of variations. (Guenaga et al, 2014) [C] In the Validation Research group, two institutions were highlighted during the survey (Table 7). Luthon et al (Luthon & Larroque, 2015a), (Luthon, Petre, Steriu, & Besleaga, 2009), (Luthon & Larroque, 2015b), from the University of Pau, described in three papers researches made during 2009 to 2015 using LaboREM (Remote Laboratory) platform.…”
Section: Systematic Mapping Outcomesmentioning
confidence: 99%
“…Some studies have reported ARGBL experiences with many types of AR and games (Tobar-Muñoz et al, 2017). For example, ARGBL has been demonstrated through Geo-Located AR (Dunleavy et al, 2008;Klopfer & Sheldon, 2010;Klopfer & Squire, 2008;Rosenbaum et al, 2007;Squire, 2010;Squire & Jan, 2007), Marker-Based Augmented Reality (C.-H. Chen et al, 2015;Gomes et al, 2014;Guenaga et al, 2014;Lin et al, 2011;Marco et al, 2009;Tobar-Muñoz et al, 2014) Image-based (Chen & Chan, 2019), and QR-Code-based AR (Bressler & Bodzin, 2013). Also, ARGBL is an opportunity to propose learning activities using board games such as the one proposed by Lin and Hou (2022) and the one by Li et al (2018), demonstrating how such games improve learning and performance while lowering learning anxiety.…”
Section: Introductionmentioning
confidence: 99%