Network Analysis for Learners’ Concept Maps While Using Mobile Augmented Reality Gaming (original) (raw)
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The handbook consists of three parts. The first chapter provides a diagnosis of older people and their competence in new technologies. This chapter also describes the ICT education programmes for older people available in the partner countries. The next chapter contains a description and results of a pedagogical experiment aimed at comparing the effectiveness of the method of teaching seniors how to use smartphones. The experiment compared the class and lesson method, which dominates the educational offer addressed to seniors, with the method consistent with the strategy of edutainment – a location-based game. The last part contains scenarios of classes dedicated to the method of location-based games as well as traditional classes and classroom games. The handbook presented to the Reader may be an interesting position for practitioners dealing with andragogy, education of the elderly or ICT education, as it contains ready-made educational programs that can be directly implemented in...
Advances in Social Science, Education and Humanities Research, 2022
Augmented Reality, became one of the breakthroughs to introduce the heritage value of Semarang Old Town to the younger generation. Heritage value consisting of non-material value, namely the history of struggle and development of Semarang Old Town, and material value consisting of colonial-era historical buildings in Semarang Old Town. This study aims to analyze Augmented Reality technology as part of gamification in educational games used to introduce the heritage value of Semarang Old Town. Augmented Reality offers an immersive experience in the learning process of Semarang Old Town. Augmented Reality characters are interactive, real-time with interesting games, and contain elements of challenges are expected to increase the interest of the younger generation to get to know Semarang old town. Being one of the cultural heritage with colonial-era buildings that are hundreds of years old, Semarang Old Town is witnessing the history of Semarang city's glory. Semarang Old Town is a living heritage that bequeaths an important and unique historical value for the formation and development of Semarang City. Unfortunately, efforts to introduce the historical value of Semarang Old Town have not been optimal. The problem is historical learning tends to be undesirable, complicated, and memorized a lot. And also about how to create an introductory media that is able to attract the attention of the younger generation to know the historical value of Semarang Old Town. This study uses qualitative analysis. Conducted through literature studies, field surveys, and interviews related to Semarang Old Town to obtain primary data. Primary data will be analyzed to identify the right gamification to introduce the heritage value of Semarang Old Town through educational games. This research resulted in a gamification analysis in an augmented reality-based educational game that contains knowledge about the heritage value of Semarang Old Town.