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Augmented Learning Experience for School Education

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Synonyms

Augmented reality; Gamification; K-12 education

Definition

Augmented reality is one of the technologies that works in real time to overlay virtual computer-generated graphics on to the real-world environment so as to provide the users with open-ended experience.

Gamification involves the use of several elements of game design in a context that does not actually belong to a game. This provides a playful experience to users and keeps them engaged and encouraged to attain the defined goals.

The K-12 education is a combination of primary and secondary education in schools which starts from Kindergarten, till 12th standard.

Introduction

The years are progressing with the development in technology. Augmented reality (AR), being one such technology, has been a key research area from quite a long time and has been applied in various domains. In the field of education and learning, several works have been done to improve the understanding and knowledge using AR. Gamification has been...

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References

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Correspondence to Satyaki Roy .

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Roy, S., Sarkar, P., Dey, S. (2017). Augmented Learning Experience for School Education. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-319-08234-9_88-1

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  • DOI: https://doi.org/10.1007/978-3-319-08234-9_88-1

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-08234-9

  • Online ISBN: 978-3-319-08234-9

  • eBook Packages: Springer Reference Computer SciencesReference Module Computer Science and Engineering

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