Immersive Game Technologies for Innovative Education - A Method for Experimental Interdisciplinary Technology Transfer
Zitieren Sie bitte immer diese URN: urn:nbn:de:bvb:20-opus-245843
- Immersive, sensor-enabled technologies such as augmented and virtual reality expand the way human beings interact with computers significantly. While these technologies are widely explored in entertainment games, they also offer possibilities for educational use. However,their uptake in education is so far very limited. Within the ImTech4Ed project, we aim at systematically exploring the power of interdisciplinary, international hackathons as a novel method to create immersive educational game prototypes and as a means to transfer theseImmersive, sensor-enabled technologies such as augmented and virtual reality expand the way human beings interact with computers significantly. While these technologies are widely explored in entertainment games, they also offer possibilities for educational use. However,their uptake in education is so far very limited. Within the ImTech4Ed project, we aim at systematically exploring the power of interdisciplinary, international hackathons as a novel method to create immersive educational game prototypes and as a means to transfer these innovative technical prototypes into educational use. To achieve this, we bring together game design and development, where immersive and interactive solutions are designed and developed; computer science, where the technological foundations for immersive technologies and for scalable architectures for these are created; and teacher education, where future teachers are educated. This article reports on the concept and design of these hackathons.…
Autor(en): | Roland KlemkeORCiD, Khaleel Asyraaf Mat SanusiORCiD, Melina Rose |
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URN: | urn:nbn:de:bvb:20-opus-245843 |
Dokumentart: | Konferenzveröffentlichung |
Institute der Universität: | Fakultät für Mathematik und Informatik / Institut für Informatik |
Sprache der Veröffentlichung: | Englisch |
Titel des übergeordneten Werkes / der Zeitschrift (Englisch): | Proceedings of the 1st Games Technology Summit |
Erscheinungsjahr: | 2021 |
Seitenangabe: | 1-8 |
Originalveröffentlichung / Quelle: | von Mammen, Sebastian; Klemke, Roland; Lorber, Martin: Proceedings of the 1st Games Technology Summit : part of Clash of Realities 11th International Conference on the Technology and Theory of Digital Games. - Würzburg, 2021. - DOI: 10.25972/OPUS-24577 |
Sonstige beteiligte Institutionen: | Cologne Game Lab |
Sonstige beteiligte Institutionen: | Open University of the Netherlands |
Allgemeine fachliche Zuordnung (DDC-Klassifikation): | 0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 006 Spezielle Computerverfahren |
3 Sozialwissenschaften / 30 Sozialwissenschaften, Soziologie / 305 Soziale Gruppen | |
Freie Schlagwort(e): | educational games; hackathons; immersive technologies |
Fachklassifikation Informatik (CCS): | D. Software |
Datum der Freischaltung: | 30.09.2021 |
Lizenz (Deutsch): | CC BY: Creative-Commons-Lizenz: Namensnennung 4.0 International |