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Immersive Game Technologies for Innovative Education - A Method for Experimental Interdisciplinary Technology Transfer

Please always quote using this 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.show moreshow less

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Metadaten
Author: Roland KlemkeORCiD, Khaleel Asyraaf Mat SanusiORCiD, Melina Rose
URN:urn:nbn:de:bvb:20-opus-245843
Document Type:Conference Proceeding
Faculties:Fakultät für Mathematik und Informatik / Institut für Informatik
Language:English
Parent Title (English):Proceedings of the 1st Games Technology Summit
Year of Completion:2021
Pagenumber:1-8
Source: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
Dewey Decimal Classification:0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 006 Spezielle Computerverfahren
3 Sozialwissenschaften / 30 Sozialwissenschaften, Soziologie / 305 Soziale Gruppen
Tag:educational games; hackathons; immersive technologies
CCS-Classification:D. Software
Release Date:2021/09/30
Licence (German):License LogoCC BY: Creative-Commons-Lizenz: Namensnennung 4.0 International