Mixed Reality Games

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Bibliographic Details
Title: Mixed Reality Games
Language: English
Authors: Marty, Jean-Charles, Carron, Thibault, Pernelle, Philippe, Talbot, Stéphane, Houzet, Gregory
Source: International Journal of Game-Based Learning. 2015 5(1):31-45.
Availability: IGI Global. 701 East Chocolate Avenue, Hershey, PA 17033. Tel: 866-342-6657; Tel: 717-533-8845; Fax: 717-533-8661; Fax: 717-533-7115; e-mail: journals@igi-global.com; Web site: http://www.igi-global.com/journals
Peer Reviewed: Y
Page Count: 15
Publication Date: 2015
Document Type: Journal Articles
Reports - Descriptive
Education Level: Higher Education
Postsecondary Education
Descriptors: Educational Games, Video Games, Teaching Methods, Educational Technology, Technology Uses in Education, Role Playing, Computer Simulation, Simulated Environment, Blended Learning, College Students, Foreign Countries
Geographic Terms: France
DOI: 10.4018/ijgbl.2015010103
ISSN: 2155-6849
Abstract: The authors' research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect knowledge related to a learning activity. In their university, the authors have set up numbers of experiments with students using gbl environments. They revealed weaknesses for specific learning activities. Sometimes, learners seem to acquire a skill in the game, but they are not able to reuse it easily in the real world. This is particularly the case for skills that require concrete manipulation of real objects to be acquired. Gbl environments thus lack of means to learn know-how aspects. Some of the learning processes involving real world objects are very difficult to reproduce in gbl environments and there is an essential technological issue in mixing virtual and real aspects in gbl environments. In this article, the authors describe the possible problems that can appear when using this mixed approach, give hints on how to avoid them and illustrate the proposition with examples issued from the electronic domain. The authors focus on issues linked to the transition between virtual and real worlds and they explore how new electronic features can facilitate this mixed approach, where identification, localisation and update of the user models are key issues.
Abstractor: As Provided
Entry Date: 2016
Accession Number: EJ1111101
Database: ERIC
FullText Text:
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PubType: Academic Journal
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IllustrationInfo
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  Label: Title
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  Data: Mixed Reality Games
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  Label: Language
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  Data: English
– Name: Author
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  Group: Au
  Data: <searchLink fieldCode="AR" term="%22Marty%2C+Jean-Charles%22">Marty, Jean-Charles</searchLink><br /><searchLink fieldCode="AR" term="%22Carron%2C+Thibault%22">Carron, Thibault</searchLink><br /><searchLink fieldCode="AR" term="%22Pernelle%2C+Philippe%22">Pernelle, Philippe</searchLink><br /><searchLink fieldCode="AR" term="%22Talbot%2C+Stéphane%22">Talbot, Stéphane</searchLink><br /><searchLink fieldCode="AR" term="%22Houzet%2C+Gregory%22">Houzet, Gregory</searchLink>
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  Data: <searchLink fieldCode="SO" term="%22International+Journal+of+Game-Based+Learning%22"><i>International Journal of Game-Based Learning</i></searchLink>. 2015 5(1):31-45.
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  Data: IGI Global. 701 East Chocolate Avenue, Hershey, PA 17033. Tel: 866-342-6657; Tel: 717-533-8845; Fax: 717-533-8661; Fax: 717-533-7115; e-mail: journals@igi-global.com; Web site: http://www.igi-global.com/journals
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  Data: Y
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  Data: 15
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  Data: 2015
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  Data: Journal Articles<br />Reports - Descriptive
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  Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink>
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  Data: <searchLink fieldCode="DE" term="%22Educational+Games%22">Educational Games</searchLink><br /><searchLink fieldCode="DE" term="%22Video+Games%22">Video Games</searchLink><br /><searchLink fieldCode="DE" term="%22Teaching+Methods%22">Teaching Methods</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Technology%22">Educational Technology</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Uses+in+Education%22">Technology Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Role+Playing%22">Role Playing</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Simulation%22">Computer Simulation</searchLink><br /><searchLink fieldCode="DE" term="%22Simulated+Environment%22">Simulated Environment</searchLink><br /><searchLink fieldCode="DE" term="%22Blended+Learning%22">Blended Learning</searchLink><br /><searchLink fieldCode="DE" term="%22College+Students%22">College Students</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink>
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  Data: <searchLink fieldCode="DE" term="%22France%22">France</searchLink>
– Name: DOI
  Label: DOI
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  Data: 10.4018/ijgbl.2015010103
– Name: ISSN
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  Group: ISSN
  Data: 2155-6849
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: The authors' research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect knowledge related to a learning activity. In their university, the authors have set up numbers of experiments with students using gbl environments. They revealed weaknesses for specific learning activities. Sometimes, learners seem to acquire a skill in the game, but they are not able to reuse it easily in the real world. This is particularly the case for skills that require concrete manipulation of real objects to be acquired. Gbl environments thus lack of means to learn know-how aspects. Some of the learning processes involving real world objects are very difficult to reproduce in gbl environments and there is an essential technological issue in mixing virtual and real aspects in gbl environments. In this article, the authors describe the possible problems that can appear when using this mixed approach, give hints on how to avoid them and illustrate the proposition with examples issued from the electronic domain. The authors focus on issues linked to the transition between virtual and real worlds and they explore how new electronic features can facilitate this mixed approach, where identification, localisation and update of the user models are key issues.
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  Data: 2016
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  Label: Accession Number
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  Data: EJ1111101
PLink https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1111101
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        Value: 10.4018/ijgbl.2015010103
    Languages:
      – Text: English
    PhysicalDescription:
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        PageCount: 15
        StartPage: 31
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      – SubjectFull: Educational Games
        Type: general
      – SubjectFull: Video Games
        Type: general
      – SubjectFull: Teaching Methods
        Type: general
      – SubjectFull: Educational Technology
        Type: general
      – SubjectFull: Technology Uses in Education
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      – SubjectFull: Role Playing
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      – SubjectFull: Computer Simulation
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      – SubjectFull: Simulated Environment
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      – SubjectFull: Blended Learning
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      – SubjectFull: College Students
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      – SubjectFull: Foreign Countries
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      – SubjectFull: France
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      – TitleFull: Mixed Reality Games
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            NameFull: Marty, Jean-Charles
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            NameFull: Pernelle, Philippe
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            NameFull: Talbot, Stéphane
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            NameFull: Houzet, Gregory
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