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Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game

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Learning and Collaboration Technologies: Games and Virtual Environments for Learning (HCII 2021)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12785))

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Abstract

Augmented Reality in combination with playful learning is used to enhance students’ engagement in blended learning environments. This paper presents an AR game with hand tracking & hand interaction that transforms the classic Hangman word game. The thematic word areas of the game are recycling and Covid 19, two areas that are of great interest today.

The game offers alternative interaction through a 3D hand model and 3D objects/letters. The player moves the 3D letters to complete words and collect paper cards with the words’ image. These paper cards are then placed, in any order, by the student to create a picture story and a virtual maquette with AR objects is generated. This maquette allows player to create different picture-stories by shuffling the order of found words’ paper cards. A field study has been contacted with two groups of students, one group used classic learning techniques and the other group used our AR game. Preliminary results of the study show that all students improved their language skills but only the group with the AR game evolve into being more active, involved, participative and engaged in the educational process and developed their creativity skills.

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Logothetis, I., Papadourakis, G., Katsaris, I., Katsios, K., Vidakis, N. (2021). Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game. In: Zaphiris, P., Ioannou, A. (eds) Learning and Collaboration Technologies: Games and Virtual Environments for Learning. HCII 2021. Lecture Notes in Computer Science(), vol 12785. Springer, Cham. https://doi.org/10.1007/978-3-030-77943-6_4

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  • DOI: https://doi.org/10.1007/978-3-030-77943-6_4

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