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New Horizons for Digital Youth: Augmented Reality and the Gamification of Elementary and Secondary Education

  • Joseph G. Barile,
  • Kara Sanguiolo,
  • Shruthi Krishna,
  • Xihang Wang,
  • Mary O’Connor,
  • Clara S. Goldman,
  • Anna R. Goldman,
  • Ruth L. Milanaik

摘要

This chapter discusses the use of augmented reality (AR) in a variety of educational settings in elementary and secondary school. AR refers to the enhanced, interactive version of real-world environments through digital elements via holographic technology. Recently, educators have begun to investigate how AR can be used in schools. In an age where captivating students’ interest and attention has become more difficult, in part due to widespread smartphone usage, teachers must devise new ways to engage their classrooms. Importantly, AR is a technology that often requires smartphone use, thus capitalizing on the technology already held at student fingertips. In the following sections, this chapter discusses the relationship between AR games and enriched experiences for child and adolescent users. Focusing on elementary and secondary school curricula, this chapter highlights potential positive and energizing youth experiences using the gamification of science, mathematics, history, English, arts, music, and general socialization. This chapter concludes with the discussion of the responsibilities and roles of parents, educators, and students in maintaining the safety of AR for youth.