Bridging Audio and Augmented Reality towards a new Generation of Serious Audio‑only Games
Author(s) -
Emmanouel Rovithis,
Andreas Floros,
Nikolaos Moustakas,
Konstantinos Vogklis,
Lily Kotsira
Publication year - 2019
Publication title -
the electronic journal of e-learning
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.574
H-Index - 24
ISSN - 1479-4403
DOI - 10.34190/jel.17.2.07
Subject(s) - augmented reality , computer science , multimedia , curriculum , interactive media , digital audio , variety (cybernetics) , bridging (networking) , human–computer interaction , psychology , audio signal , artificial intelligence , pedagogy , digital signal processing , computer hardware , computer network
Educational practices are constantly adjusting to technological advances, in order to improve their effectiveness in delivering knowledge and preparing students for the challenges of modern digital society. Electronic games and augmented reality environments are two such media that can shape powerful modes of interactive and immersive experiences. Audio games in particular, i.e. electronic games that utilise data sonification and audio interaction techniques to express all narrative and gameplay content, have been proven to enhance players’ skills, such as concentration, memory, fantasy, emotional response, perception, data management and cooperation. However, despite the promising research findings reported in literature, there has been no systematic approach in integrating systems based on audio interaction into formal education. This article suggests that audio games can be designed and implemented for the delivery of targeted curricula through an engaging learning experience, whereas fusing audio game mechanics into new interactive technologies, such as augmented reality environments, will further enhance the students’ immersiveness in the learning process. Towards establishing the theoretical framework for the design of educational audio games, as well as educational augmented reality audio games, the authors review existing approaches and argue that the inherent features of both audio interaction and augmented reality systems agree with the official educational goals formulated by the Greek Ministry of Education and the International Baccalaureate Institution. Then, they discuss four original projects in terms of sound and mechanics design to demonstrate that audio games can address a wide range of subjects, adopt cross-curricular strategies, facilitate complex modes of interaction, and realise creative, collaborative and inclusive learning activities.
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