dc.contributor.author | O’Shea, P | |
dc.contributor.author | Campbell, C | |
dc.contributor.editor | Information Resources Management Association (USA) | |
dc.date.accessioned | 2019-06-08T01:31:40Z | |
dc.date.available | 2019-06-08T01:31:40Z | |
dc.date.issued | 2018 | |
dc.identifier.isbn | 9781522551980 | |
dc.identifier.doi | 10.4018/978-1-5225-5198-0.ch007 | |
dc.identifier.uri | http://hdl.handle.net/10072/384807 | |
dc.description.abstract | This chapter explores the issues associated with training teachers to become effective Augmented Reality game designers in their own educational settings. Within the context of defining and defending the use of games as instructional tools, the authors of this chapter describe a project in Queensland, Australia which involved training 26 teachers from the greater Brisbane area on the theory and process of designing narrative-based Augmented Reality games. This process resulted in usable games that the participants could then implement in their own educational setting. This chapter includes a discussion of the issues and challenges that were faced throughout this training process, and the authors propose potential solutions to address those challenges. Additionally, the authors propose future directions for further research into this area. | |
dc.description.peerreviewed | Yes | |
dc.publisher | IGI Global | |
dc.publisher.place | United States | |
dc.relation.ispartofbooktitle | Gamification in Education: Breakthroughs in Research and Practice | |
dc.relation.ispartofchapter | 7 | |
dc.relation.ispartofpagefrom | 127 | |
dc.relation.ispartofpageto | 140 | |
dc.subject.fieldofresearch | Education | |
dc.subject.fieldofresearchcode | 39 | |
dc.title | The theory and process involved with educational augmented reality game design | |
dc.type | Book chapter | |
dc.type.description | B2 - Chapters (Other) | |
dc.type.code | B - Book Chapters | |
gro.hasfulltext | No Full Text | |
gro.griffith.author | Campbell, Chris | |