@inproceedings{f11662d9fa464321a3b3cc9db20ba29d,
title = "Design of Serious Games for Blended Learning: Virtual Reality or Augmented Reality?",
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.",
keywords = "augmented reality, blended learning, gamification, serious games, virtual reality",
author = "Lee, {Lap Kei} and Cheung, {Simon K.S.} and Wang, {Fu Lee} and Chui, {Kwok Tai} and Fung, {Yin Chun} and Angel Lu and Hui, {Yan Keung} and Tianyoung Hao and {Hou U}, Leong and Wu, {Nga In}",
note = "Publisher Copyright: {\textcopyright} 2023 IEEE.; 9th International Symposium on Educational Technology, ISET 2023 ; Conference date: 17-07-2023 Through 20-07-2023",
year = "2023",
doi = "10.1109/ISET58841.2023.00048",
language = "English",
series = "Proceedings - 2023 International Symposium on Educational Technology, ISET 2023",
pages = "210--213",
editor = "Lap-Kei Lee and Hui, {Yan Keung} and Chui, {Kwok Tai} and Qing Li and Leung-Pun Wong",
booktitle = "Proceedings - 2023 International Symposium on Educational Technology, ISET 2023",
}