2021
DOI: 10.1007/978-3-030-77943-6_4
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Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game

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Cited by 8 publications
(5 citation statements)
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“…Many of the games (n = 24) are not categorised with reference to a specific genre. Importantly, a number of games presented in the papers emerge as gamified tasks: from their description it can be learnt that they are digital versions of lexical activities used in coursebooks, such as wordsearch (Butler et al, 2014;Goumas et al, 2020), hangman (Logothetis et al, 2021), or jigsaw (Hwang et al, 2016;Sandberg et al, 2011). These results echo those obtained in Acquah and Katz's study, who found educational and mini-games, role-play, adventure, simulation and strategy game genres implemented in the studies, and in the Borona et al (2018) study, which discusses the activities qualified by the researchers as "educational games" which are not games.…”
Section: Design Characteristics Of Serious Digital Language Learning ...mentioning
confidence: 99%
“…Many of the games (n = 24) are not categorised with reference to a specific genre. Importantly, a number of games presented in the papers emerge as gamified tasks: from their description it can be learnt that they are digital versions of lexical activities used in coursebooks, such as wordsearch (Butler et al, 2014;Goumas et al, 2020), hangman (Logothetis et al, 2021), or jigsaw (Hwang et al, 2016;Sandberg et al, 2011). These results echo those obtained in Acquah and Katz's study, who found educational and mini-games, role-play, adventure, simulation and strategy game genres implemented in the studies, and in the Borona et al (2018) study, which discusses the activities qualified by the researchers as "educational games" which are not games.…”
Section: Design Characteristics Of Serious Digital Language Learning ...mentioning
confidence: 99%
“…Educators and teachers continually search for new technologies, tools, and approaches to advance learning, encourage self-learning, and impel students to actively engage in their own learning. To assist the interpretation of how and why colleges reject or accept technology and to track behavior in different implementations, numerous models have been devised and modified from various theories and fields [1]. Some of these theories have their roots in the field of information systems, e.g., the Technology Acceptance Model (TAM) [27] and Unified Theory of Acceptance and Use of Technology (UTAUT) [28].…”
Section: Literature Reviewmentioning
confidence: 99%
“…The various potential uses of emerging technologies continue to improve educational, medical, and business practices. The efficiency of these tools motivates their implementation in the academic setting [1]. Many educational facilities, for instance, implement Augmented Reality (AR) to enhance conventional teaching strategies [2].…”
Section: Introductionmentioning
confidence: 99%
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