Mixed Reality Gaming Session (original) (raw)

Mixed Reality Gaming Session (THE ASIAN CONFERENCE ON TECHNOLOGY IN THE CLASSROOM)

Immerse yourself in an augmented reality enhanced learning environment by working in a group to solve a series of puzzles and adventures using virtual and augmented reality technologies as learning technologist, Eric Hawkinson from TEDxKyoto Interactive guides you through the possibilities of mixed reality technologies for learning, engagement and more

Book Review: Mixed Reality for Education

Book Review: Mixed Reality for Education, 2023

The book, "'Mixed Reality for Education"' has been published within the esteemed "Gaming Media and Social Effects" series, known for its interdisciplinary approach encompassing the technical facets of gaming, both software and hardware, and its sociological and psychological impacts. Functioning as a swift avenue for disseminating high-caliber works on burgeoning or pivotal subjects in gaming and its societal repercussions, this series caters to diverse exposition levels. It accommodates a spectrum ranging from introductory tutorials to advanced research topics, aligning with the varied objectives of the contributing authors. In the realm of educational literature, "Mixed Reality for Education" emerges as a pioneering addition to the distinguished series curated by Cai, Mangina, and Goei (Editors). The book, comprising sixteen meticulously crafted chapters, is intricately structured into four distinct sections. These sections traverse the diverse landscapes of K

A Pedagogical Framework for Mixed Reality in Classrooms based on a Literature Review

Proceedings of EdMedia + Innovate Learning , 2019

Virtual reality devices are not an invention of the previous years. In fact, those are applicable since the 60s and therefore many scholars have elaborated in the potential of virtual reality as a learning platform. There are many diverse ways to integrate these techniques into the classroom. Affordable devices in combination with concepts like making legitimate the usage for learning. Pedagogical motivation factors like collaborations and gamification amply justify the usage of modern VR technologies as a learning platform. A variety of application have been used already in classrooms but in higher education, there is a need to catch up. Those examples have been divided by the way they make use of virtual systems and how they provide supervision. This literature review describes the functional classification of virtual reality, how it typically applies to learning and how it represents the key features for a didactically valuable usage. As a result of the literature research, a framework for the use of mixed reality in education has been developed allowing to spot new capabilities for the implementation of future VR or AR applications. This paper will also clarify the proper direction of development and the potential impact on future educational domains.

Extending the 'Serious Game' Boundary: Virtual Instructors in Mobile Mixed Reality Learning Games

2007

Virtual Instructor enabled mobile augmented reality learning (MARL) games have the potential to provide a fun and educational experience. In these types of "serious games", learners/game players may wear a mobile heads- up display that provide a rich graphical interface over the real world allowing the real world to be augmented with digital annotations including animation, graphics, text, and video.