Journal Article
© Jun 2019 Volume 17 Issue 2, Editor: Antonios Andreatos, Cleo Sgouropoulou and Klimis Ntalianis, pp66 - 172
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Abstract
Abstract: Educational practices are constantly adjusting to technological advances, in order to improve their effectiveness in delivering knowledge and preparing students for the challenges of modern digital society. Electronic games and augmented reality environments are two such media that can shape powerful modes of interactive and immersive experiences. Audio games in particular, i.e. electronic games that utilise data sonification and audio interaction techniques to express all narrative and gameplay content, have been proven to enhance players’ skills, such as concentration, memory, fantasy, emotional response, perception, data management and cooperation. However, despite the promising research findings reported in literature, there has been no systematic approach in integrating systems based on audio interaction into formal education. This article suggests that audio games can be designed and implemented for the delivery of targeted curricula through an engaging learning experience, whereas fusing audio game mechanics into new interactive technologies, such as augmented reality environments, will further enhance the students’ immersiveness in the learning process. Towards establishing the theoretical framework for the design of educational audio games, as well as educational augmented reality audio games, the authors review existing approaches and argue that the inherent features of both audio interaction and augmented reality systems agree with the official educational goals formulated by the Greek Ministry of Education and the International Baccalaureate Institution. Then, they discuss four original projects in terms of sound and mechanics design to demonstrate that audio games can address a wide range of subjects, adopt cross‑curricular strategies, facilitate complex modes of interaction, and realise creative, collaborative and inclusive learning activities.
Keywords: audio games, serious games, augmented reality, augmented reality audio, audio interaction, music education
Journal Issue
Volume 17 Issue 2 / Jun 2019
pp66‑172
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Keywords: e-Learning, distance education, technology enhanced learning, life-long learning, deep and meaningful learning, POGIL, online education, formative assessment, health information management, electronic health records, learning design, learning design tools, learning designer, teacher training , inclination to complete, learning engagement, learning motivation, massive open online course, online learning, Blended Learning, higher education, learner engagement, macro-meso-micro level inquiry, identity theory, audio games, serious games, augmented reality, augmented reality audio, audio interaction, music education, play-to-engage, participatory co-creation, indigenous community engagement, culture