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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Autor principal: Jefferies, Liam Noah
Formato: Capítulo de libro
Lenguaje:inglés
Publicado: IntechOpen 2022
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Acceso en línea:https://www.intechopen.com/chapters/83982
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