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Gamification in informal education environments: a case study

  • Edmond C. Prakash
  • , Madhusudan Rao
    • Dell India

    Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

    Abstract

    Technology is part of museography and heritage (Rodríguez Sánchez 2012). Particularly, technologies based on visual and graphical computing such as Virtual Reality, Mixed Reality, Video games and their interactive capabilities are used to present sciences, ancient cultures and artefacts, in a way they become accessible through a variety of computing devices using diverse software applications (Sundstedt et al. 2004; Hemminger et al. 2004; Herbst et al. 2008; Horn et al. 2012; Pillat et al. 2012). Virtual Reality allows visitors to explore multiple spaces and to observe and interact with virtual replicas of valuable artefacts within an immersive realistic digital environment (Hemminger et al. 2004). Mixed Reality brings the experience from a single screen to the three dimensional space, augmenting perception of reality by combining the visualisation or real and virtual objects and aiding location and navigation (Mata et al. 2011; De Bérigny Wall and Wang 2008).

    Original languageEnglish
    Title of host publicationTransforming Learning and IT Management through Gamification
    EditorsEdmond C. Prakash, Madhusudan Rao
    PublisherSpringer
    Pages73-97
    ISBN (Electronic)9783319186993
    ISBN (Print)9783319186986, 9783319371207
    DOIs
    Publication statusPublished - 7 Aug 2015

    Publication series

    NameTransforming Learning and IT Management through Gamification
    ISSN (Print)2364-947X
    ISSN (Electronic)2364-9488

    Keywords

    • Cane Toad
    • Virtual Reality
    • Video Game
    • Migratory Bird
    • Mixed Reality

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