2015
DOI: 10.1080/09523987.2015.1125988
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The use of augmented reality games in education: a review of the literature

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Cited by 111 publications
(79 citation statements)
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References 27 publications
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“…Whilst ignoring the technological aspects of the reviewed games altogether, Schmitz et al discovered that EMARGs can have certain motivational and pedagogical effects, although the role of AR is not clear in these results. Koutromanos et al [20] reviewed seven mobile AR games developed for informal and formal environments. Their analysis perspective was that of research design and evaluation, and the results indicated that in some cases mobile AR games, among other effects, can enhance learning whilst increasing authenticity and engagement.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Whilst ignoring the technological aspects of the reviewed games altogether, Schmitz et al discovered that EMARGs can have certain motivational and pedagogical effects, although the role of AR is not clear in these results. Koutromanos et al [20] reviewed seven mobile AR games developed for informal and formal environments. Their analysis perspective was that of research design and evaluation, and the results indicated that in some cases mobile AR games, among other effects, can enhance learning whilst increasing authenticity and engagement.…”
Section: Related Workmentioning
confidence: 99%
“…Year Focus # of Studies Timespan Schmitz et al [19] 2012 Motivational and pedagogical effects 8 2005-2010 Koutromanos et al [20] 2015…”
Section: Reviewmentioning
confidence: 99%
“…Such a step was followed by analyzing several literature review studies to be able to get deeper insights regarding the dimensions that can be included to summarize the selected researches. After several literature review studies are examined and analyzed (see Koutromanos, Sofos, & Avraamidou, 2015;O'Flaherty, & Phillips, 2015;Bacca, Baldiris, Fabregat, & Graf, 2014), variables for either inclusion or exclusion are determined. Table 1 illustrates the cases for inclusion and exclusion criteria.…”
Section: Identifying Relevant Studiesmentioning
confidence: 99%
“…Many empirical studies carried out in the last decade have explored the impact of entertainment and/or serious games on motivation and learning (Abdul Jabbar & Felicia, 2015;Ke, 2016;Koutromanos, Sofos, & Avraamidou, 2015;Young et al, 2012); others investigated how game mechanics can be tailored for specific educational goals (Lameras et al, 2017). The overarching objective of these research efforts has been to seek evidence of games' educational effectiveness and to optimize game-based learning design.…”
Section: State Of the Artmentioning
confidence: 99%