Augmented Reality and Usability Best Practices: A Systematic Literature Mapping for Educational Videogames

Alberto Chang, Freddy Paz, Juan Jesús Arenas, Jaime Diaz

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

4 Scopus citations

Abstract

Human-Computer Interaction and technology-aided instruction are beginning to focus on Augmented Reality (AR) path due to its ability to support different approaches for learning and entertainment. This kind of technology facilitates the student's attention by merging the real-world with virtual attributes. This paper presents a systematic mapping study of the use of Augmented Reality within video games and educational purposes.

Original languageEnglish
Title of host publicationProceedings of the 2018 IEEE Sciences and Humanities International Research Conference, SHIRCON 2018
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781538683743
DOIs
StatePublished - 27 Dec 2018
Event2018 IEEE Sciences and Humanities International Research Conference, SHIRCON 2018 - Lima, Peru
Duration: 20 Nov 201822 Nov 2018

Publication series

NameProceedings of the 2018 IEEE Sciences and Humanities International Research Conference, SHIRCON 2018

Conference

Conference2018 IEEE Sciences and Humanities International Research Conference, SHIRCON 2018
Country/TerritoryPeru
CityLima
Period20/11/1822/11/18

Keywords

  • Human computer interaction
  • augmented reality
  • educational technology
  • usability heuristics

Fingerprint

Dive into the research topics of 'Augmented Reality and Usability Best Practices: A Systematic Literature Mapping for Educational Videogames'. Together they form a unique fingerprint.

Cite this