Gamification in informal education environments: a case study
- Edmond C. Prakash,
- Madhusudan Rao
- Dell India
Research Output: Chapter in Book/Report/Conference proceeding Chapter Peer-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).
Publication Information
Output type
Research Output: Chapter in Book/Report/Conference proceeding Chapter Peer-review
Original language
EnglishArticle number
Chapter 5Pages from-to (Number of pages)
Pages 73-97Publication milestones
- Published - 07/08/2015
Publication status
Published - 07/08/2015
Publisher
Springer, Japan, India, Australia, Germany, United States, United Arab Emirates, Austria, Switzerland, Italy, China, United Kingdom, Netherlands, Brazil, France, SingaporePublication series
- Publication series name: Transforming Learning and IT Management through Gamification
ISSN (Print): 2364-947X
ISSN (Electronic): 2364-9488
ISBN (Print)
9783319186986, 9783319371207ISBN (Electronic)
9783319186993Host publication title
Transforming Learning and IT Management through GamificationHost publication editors
- Edmond C. Prakash
- Madhusudan Rao
