
REALIDAD AUMENTADA, VIDEOJUEGOS Y CAMBIO CLIMÁTICO
Author(s) -
Ramón Fabregat
Publication year - 2013
Publication title -
ingeniería e innovación
Language(s) - English
Resource type - Journals
eISSN - 2346-0474
pISSN - 2346-0466
DOI - 10.21897/23460466.773
Subject(s) - augmented reality , climate change , computer science , game based learning , human–computer interaction , multimedia , oceanography , geology
In this paper, Augmented Reality (AR) and Videogames are presented as two technologies suitable to be applied (independently and mixed) to Climate Change issues. The article is centered on teaching-learning, sensitization and awareness campaigns about Climate Change. On one hand, Augmented Reality and some examples of Climate-Change-related applications are presented. On the other hand, videogames are presented as useful tools for learning under the philosophy of Digital Game-Based Learning (DGBL). Some principles of DGBL are discussed and some examples of videogames applied to Climate Change issues are presented. Lastly Augmented Reality games are explored and an early classification is introduced. Finally, it is concluded that videogames and Augmented Reality are two current technologies that must be applied to processes related to education on climate change due to their features and nature.