Right Game, Wrong Place? A Case Study: Using a Gamified AR Application in a Heritage Context to Promote Engagement and Learning
This chapter describes an experiment in the use of gamified processes within a downloadable smartphone augmented reality (AR) application situated in a heritage context of national (UK) significance. The AR project incorporated two distinct game modes, both of which were designed to simultaneously p...
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| Formato: | Capítulo de libro |
| Lenguaje: | inglés |
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IntechOpen
2022
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| Materias: | |
| Acceso en línea: | https://www.intechopen.com/chapters/83982 |
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