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Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game

Ilias Logothetis 1
George Papadourakis 1
Iraklis Katsaris 1
Konstantinos Katsios 1
Nikolas Vidakis 1
Publication typeBook Chapter
Publication date2021-07-02
scimago Q2
SJR0.352
CiteScore2.4
Impact factor
ISSN03029743, 16113349, 18612075, 18612083
Abstract
Augmented Reality in combination with playful learning is used to enhance students’ engagement in blended learning environments. This paper presents an AR game with hand tracking & hand interaction that transforms the classic Hangman word game. The thematic word areas of the game are recycling and Covid 19, two areas that are of great interest today. The game offers alternative interaction through a 3D hand model and 3D objects/letters. The player moves the 3D letters to complete words and collect paper cards with the words’ image. These paper cards are then placed, in any order, by the student to create a picture story and a virtual maquette with AR objects is generated. This maquette allows player to create different picture-stories by shuffling the order of found words’ paper cards. A field study has been contacted with two groups of students, one group used classic learning techniques and the other group used our AR game. Preliminary results of the study show that all students improved their language skills but only the group with the AR game evolve into being more active, involved, participative and engaged in the educational process and developed their creativity skills.
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GOST Copy
Logothetis I. et al. Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game // Lecture Notes in Computer Science. 2021. pp. 47-64.
GOST all authors (up to 50) Copy
Logothetis I., Papadourakis G., Katsaris I., Katsios K., Vidakis N. Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game // Lecture Notes in Computer Science. 2021. pp. 47-64.
RIS |
Cite this
RIS Copy
TY - GENERIC
DO - 10.1007/978-3-030-77943-6_4
UR - https://doi.org/10.1007/978-3-030-77943-6_4
TI - Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game
T2 - Lecture Notes in Computer Science
AU - Logothetis, Ilias
AU - Papadourakis, George
AU - Katsaris, Iraklis
AU - Katsios, Konstantinos
AU - Vidakis, Nikolas
PY - 2021
DA - 2021/07/02
PB - Springer Nature
SP - 47-64
SN - 0302-9743
SN - 1611-3349
SN - 1861-2075
SN - 1861-2083
ER -
BibTex
Cite this
BibTex (up to 50 authors) Copy
@incollection{2021_Logothetis,
author = {Ilias Logothetis and George Papadourakis and Iraklis Katsaris and Konstantinos Katsios and Nikolas Vidakis},
title = {Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game},
publisher = {Springer Nature},
year = {2021},
pages = {47--64},
month = {jul}
}