Cited by 22Educational Games and GamificationAugmented Reality ApplicationsMultimedia Learning Systems

Towards Design Patterns for Augmented Reality Serious Games

Open access
Antonaci, Alessandra, Klemke, Roland, Specht, Marcus·2015·Communications in Computer and Information Science

Integrity signals

Registry

Crossref · 10.1007/978-3-319-25684-9_20

Cites

2 of 2 references verified0 citation errors · 0 not checkable

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  • A systematic and empirically tested approach towards the design of AR-based learning is still missing.

    “While previous studies have applied game-design mechanics to learning processes in the design of serious games, a similar systematic and empirically tested approach towards the design of AR-based learning is still missing [26].”
  • The empirical evidence about how to design learning games using AR is especially missing.

    “The empirical evidence about how to design learning games using AR is especially missing [26].”

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Authors
Antonaci, A., Klemke, R., & Specht, M.
Affiliations
  • National Research Council (IT)
  • Open University of the Netherlands (NL)
Corresponding author
Antonaci, Alessandra
Venue
Communications in Computer and Information Science
Published
2015
Pages
273-282
ISSN
  • 1865-0929 (ISSN-L)
  • 1865-0937
OpenAlex
W2278240100
Cited by
22
References
2
Citations by year
2025: 4 · 2023: 2 · 2022: 1 · 2021: 1 · 2020: 1 · 2019: 6 · 2018: 1 · 2017: 6
FWCI
6.65
Type
conference paper
Language
en
Open access
Locations
  • Communications in computer and information science (publishedVersion)
  • DSpace (Open University in the Netherlands) (submittedVersion, other-oa)
  • DSpace (Open University in the Netherlands) (submittedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
  • Physical Sciences › Computer Science › Information Systems › Multimedia Learning Systems
Keywords
augmented reality, serious games, game design patterns, professional training, employee training, mobile learning, situated learning, action learning, wearable devices, immersive learning, game-based learning

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