Design of Serious Games for Blended Learning: Virtual Reality or Augmented Reality?

Lap Kei Lee, Simon K.S. Cheung, Fu Lee Wang, Kwok Tai Chui, Yin Chun Fung, Angel Lu, Yan Keung Hui, Tianyoung Hao, Leong Hou U, Nga In Wu

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

1 Citation (Scopus)

Abstract

Blended learning has become a popular teaching and learning approach, especially during the COVID-19 pandemic, because it integrates different learning modalities, such as face-to-face instruction, online learning, and self-paced study, to create a more engaging and effective learning experience for students. One of these learning modalities is serious games, which gamify the learning experience to further enhance students' engagement and improve their learning outcomes. Virtual Reality (VR) and Augmented Reality (AR) are two technologies that can be used to create serious games for blended learning. Deciding which technology to use in the design of a serious game can be challenging. This paper provides an overview of the current trends of using VR and AR on serious games for blended learning purposes and examines the considerations to be taken into account in designing such a serious game, which are expected to be useful to practitioners adopting VR/AR and gamification in blended learning environments.

Original languageEnglish
Title of host publicationProceedings - 2023 International Symposium on Educational Technology, ISET 2023
EditorsLap-Kei Lee, Yan Keung Hui, Kwok Tai Chui, Qing Li, Leung-Pun Wong
Pages210-213
Number of pages4
ISBN (Electronic)9798350304916
DOIs
Publication statusPublished - 2023
Event9th International Symposium on Educational Technology, ISET 2023 - Hong Kong, China
Duration: 17 Jul 202320 Jul 2023

Publication series

NameProceedings - 2023 International Symposium on Educational Technology, ISET 2023

Conference

Conference9th International Symposium on Educational Technology, ISET 2023
Country/TerritoryChina
CityHong Kong
Period17/07/2320/07/23

Keywords

  • augmented reality
  • blended learning
  • gamification
  • serious games
  • virtual reality

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