硕士论文2024Eindhoven University of Technology中文
Designing with fantasy in AR games for learning
左腾嘉收录于 2024-03-293 次浏览
主题索引
文章目录
- 01Chapter 1 Introduction
- 021.1. Research Background
- 031.1.1. 21st Century Skills for Young Learners in a Digitalized Society
- 041.1.2. Educational Benefits of Augmented Reality
- 051.1.3. Game-Based Learning
- 061.1.4. AR Game-Based Learning
- 071.1.5. Fantasy in AR Game-Based Learning
- 081.2. Recent Research and Objectives in This Work
- 091.2.1. Recent Research: Challenges and Opportunities
- 101.2.2. Research Objectives Addressing Current Gaps
- 111.2.3. Game Design
- 121.2.5. Research Questions
- 131.3. Research Methods
- 141.4. Thesis Structure
- 15Chapter 2: Fantasy in Serious Games
- 162.1. Introduction
- 172.2. Two Types of Definitions
- 182.3. Research Process
- 192.4. Fantasy in Mental Activities
- 202.4.1. Player Characteristic
- 212.4.2. Player Experience
- 222.5. Fantasy in Artifacts
- 232.5.1. Innovation
- 242.5.2. Elements of Fantasy
- 252.5.3. Fantasy Genres
- 262.5.4. Strategy of Adaption
- 272.6. An Overall Classification
- 28Chapter 3: Related Work
- 293.1. Inviting Learners
- 303.1.1. Affective Motivation
- 313.1.2. Motivation in Children’s Education
- 323.1.3. Motivation, Fantasy, and AR Game-Based Learning
- 333.2. Supporting Engagement During the Game
- 343.2.1. Autonomy
- 353.2.2. Presence
- 363.3. After the Gameplay
- 373.3.1. Working Memory
- 383.4. Fitting the Context
- 393.4.1. Situated Learning
- 403.4.2. Scaffolding
- 413.5. Summary
- 42Chapter 4 Study 1*: Exploring the motivational effect of fantasy and similarity
- 434.1. Introduction
- 444.2. Related Work
- 454.3. The Game Design
- 464.3.1. Design Choices Made
- 474.3.2. Game Settings
- 484.4. The Experiment Design
- 494.4.1. Participants
- 504.4.2. Measurements
- 514.4.3. Procedure
- 524.5. Results
- 534.5.1. Reliability
- 544.5.2. Descriptive Data and Controlled Factors
- 554.5.3. Two-Way Repeated Measures ANOVA
- 564.5.4. Partial Correlation
- 574.6. Discussion
- 584.6.1. RQ1: Do players have distinct avatar identifications (similar and
- 594.6.2. RQ2: How does participants’ avatar identification affect motivation
- 604.6.3. Design with Similarity and Fantasy
- 614.7. Limitation
- 624.8. Conclusion
- 63Chapter 5 Study 2: The mediating effect of fantasy on engagement in an AR game
- 645.1. Introduction
- 655.2. Related Work
- 665.2.1. The Invisible and Ambiguous Fantasy
- 675.2.2. Enjoyable Player Experience
- 685.3. Design of MathMythosAR2
- 695.3.1. Design Strategies
- 705.4. Experiment Design
- 715.4.1. Measurement
- 725.4.2. Participants and Procedure
- 735.4.3. Reliability
- 745.5. Results
- 755.5.1. Normality
- 765.5.2. Fantasy Narrative vs. Real-life Narrative
- 775.5.3. Mediation
- 785.6. Discussion
- 795.6.1. How do different AR fantasy settings in games influence the general
- 805.6.2. What are the mediation effects of imagination and identification
- 815.6.3. What are the mediation effects of need satisfaction on the
- 825.6.4. Individual Preference for Fantasy
- 835.6.5. General Descriptive Data
- 845.7. Limitation and Future Work
- 855.8. Conclusion
- 86Chapter 6: Study 3 The effect of fantasy on learning and recall of declarative
- 876.1. Introduction
- 886.2. Related Work
- 896.2.1. AR for Education: Benefits and Challenges
- 906.2.2. Fantasy in Game-Based Learning
- 916.2.3. The Role of Working Memory in Education
- 926.3. Design of ChemiKami AR
- 936.4. The Experiment Settings
- 946.4.1. Participants and Procedures
- 956.4.2. Measurements
- 966.4.3. Data Analyses
- 976.5. Results
- 986.5.1. RQ1. Is AR with fantasy more effective at improving recall than AR
- 996.5.2. RQ2.How do participants perform with AR in comparison to their
- 1006.5.3. RQ3. After playing with AR, will the recall of the augmented
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