In this paper, a new Augmented Reality (AR) mobile phone game ‘ARGreenet’ is presented. The game aims to raise individuals’ awareness of the importance of recycling and teaching participants how to do it. In this research, the ‘ARGreenet’ is compared with a similar ‘Basic’ mobile phone game for recycling. Thirty eight children aged from 8 to 13 years of age participated in this study. To quantify aspects of the utility and effectiveness of the games, the children answered questionnaires both before and after using each game. Aspects examined included the level of engagement and fun of each game, the ease of use and perceived value of each game, and the perceived learning about recycling. We report a positive change in intended behavio...
In this paper we investigate the use of a social robot as an interface to a serious game aiming to t...
Augmented reality (AR) has evolved from research projects into mainstream applications that cover di...
During the past few decades, the adoption of electronic devices (e.g. television sets, computers, et...
In this paper, a new Augmented Reality (AR) mobile phone game ‘ARGreenet’ is presented. The game aim...
Augmented Reality (AR) technology and games can enhance motivation for learning. When combined with ...
The 'Recycle Warrior' game is one such initiative that exposes children in Malaysia from age I 0 to...
Learning on how to recycle is to be considering as one of the basic knowledge that children should ...
Greenet is an augmented reality mobile game developed for children for learning about how to recycle...
As the world is getting more crowded, at the same time as people increase their consumption, there i...
Schmitz, B., Specht, M., & Klemke, R. (2012). An Analysis of the Educational Potential of Augmented ...
The purpose of this presentation is to share a fun and interactive game designed to encourage users ...
Environmental problems are increasingly jeopardizing the earth's life-support systems. By shifting f...
The Dominican Republic generates 14,000 tons of solid waste daily, 49% of this is recyclable, but on...
New teaching methodologies are nowadays integrating mobile devices, augmented reality (AR), and game...
This work aims to raise awareness of environmental problems through interactive means, which, today,...
In this paper we investigate the use of a social robot as an interface to a serious game aiming to t...
Augmented reality (AR) has evolved from research projects into mainstream applications that cover di...
During the past few decades, the adoption of electronic devices (e.g. television sets, computers, et...
In this paper, a new Augmented Reality (AR) mobile phone game ‘ARGreenet’ is presented. The game aim...
Augmented Reality (AR) technology and games can enhance motivation for learning. When combined with ...
The 'Recycle Warrior' game is one such initiative that exposes children in Malaysia from age I 0 to...
Learning on how to recycle is to be considering as one of the basic knowledge that children should ...
Greenet is an augmented reality mobile game developed for children for learning about how to recycle...
As the world is getting more crowded, at the same time as people increase their consumption, there i...
Schmitz, B., Specht, M., & Klemke, R. (2012). An Analysis of the Educational Potential of Augmented ...
The purpose of this presentation is to share a fun and interactive game designed to encourage users ...
Environmental problems are increasingly jeopardizing the earth's life-support systems. By shifting f...
The Dominican Republic generates 14,000 tons of solid waste daily, 49% of this is recyclable, but on...
New teaching methodologies are nowadays integrating mobile devices, augmented reality (AR), and game...
This work aims to raise awareness of environmental problems through interactive means, which, today,...
In this paper we investigate the use of a social robot as an interface to a serious game aiming to t...
Augmented reality (AR) has evolved from research projects into mainstream applications that cover di...
During the past few decades, the adoption of electronic devices (e.g. television sets, computers, et...