---
_id: '34123'
abstract:
- lang: eng
  text: Through technological progress during recent years, Augmented Reality (AR)
    technology can be used on ordinary smartphones with applications (Apps) in many
    formal and informal learning environments and educational institutions (e.g. [1,
    2]). It is emerging as a suitable technology for teaching psychomotor skills.
    Simultaneously, gamification has become increasingly popular in the teaching field,
    providing famous examples, such as Duolingo (for the acquisition of foreign languages)
    or Codecademy (for learning programming languages) [3]. Many papers have already
    highlighted the beneficial aspects of gamification and AR for education and teaching
    (e.g. [1, 2, 4, 5]. While gamification is useful for improving students’ motivation
    and engagement, AR can be applied to teach them operational skills without any
    time, costs and place constraints. Hence, this opens up numerous possibilities
    and forms to combine these two aspects (AR and gamification) for higher education
    teaching. However, there has been less research focusing on how gamification and
    AR can be combined in a useful manner to keep up students’ initial motivation
    aroused through novelty effects of AR learning environments. Accordingly, this
    paper will present such a gamification concept for an AR based virtual preparation
    laboratory training to overcome the risk of demotivation, once AR will settle
    as a mainstream technology such as learning videos. The focus of the AR-App –
    presently being developed at the University of Paderborn – is to remedy the students’
    lack of practical skills when operating electro-technical laboratory equipment
    during their compulsory laboratory training.
author:
- first_name: Mesut
  full_name: Alptekin, Mesut
  id: '11763'
  last_name: Alptekin
- first_name: Katrin
  full_name: Temmen, Katrin
  id: '30086'
  last_name: Temmen
citation:
  ama: 'Alptekin M, Temmen K. Gamification in an Augmented Reality Based Virtual Preparation
    Laboratory Training. In: <i>The Challenges of the Digital Transformation in Education</i>.
    Springer International Publishing; 2019. doi:<a href="https://doi.org/10.1007/978-3-030-11932-4_54">10.1007/978-3-030-11932-4_54</a>'
  apa: Alptekin, M., &#38; Temmen, K. (2019). Gamification in an Augmented Reality
    Based Virtual Preparation Laboratory Training. In <i>The Challenges of the Digital
    Transformation in Education</i>. International Conference on Interactive Collaborative
    Learning and Engineering Pedagogy (ICL) 2018, Kos Island, Greece. Springer International
    Publishing. <a href="https://doi.org/10.1007/978-3-030-11932-4_54">https://doi.org/10.1007/978-3-030-11932-4_54</a>
  bibtex: '@inbook{Alptekin_Temmen_2019, place={Cham}, title={Gamification in an Augmented
    Reality Based Virtual Preparation Laboratory Training}, DOI={<a href="https://doi.org/10.1007/978-3-030-11932-4_54">10.1007/978-3-030-11932-4_54</a>},
    booktitle={The Challenges of the Digital Transformation in Education}, publisher={Springer
    International Publishing}, author={Alptekin, Mesut and Temmen, Katrin}, year={2019}
    }'
  chicago: 'Alptekin, Mesut, and Katrin Temmen. “Gamification in an Augmented Reality
    Based Virtual Preparation Laboratory Training.” In <i>The Challenges of the Digital
    Transformation in Education</i>. Cham: Springer International Publishing, 2019.
    <a href="https://doi.org/10.1007/978-3-030-11932-4_54">https://doi.org/10.1007/978-3-030-11932-4_54</a>.'
  ieee: 'M. Alptekin and K. Temmen, “Gamification in an Augmented Reality Based Virtual
    Preparation Laboratory Training,” in <i>The Challenges of the Digital Transformation
    in Education</i>, Cham: Springer International Publishing, 2019.'
  mla: Alptekin, Mesut, and Katrin Temmen. “Gamification in an Augmented Reality Based
    Virtual Preparation Laboratory Training.” <i>The Challenges of the Digital Transformation
    in Education</i>, Springer International Publishing, 2019, doi:<a href="https://doi.org/10.1007/978-3-030-11932-4_54">10.1007/978-3-030-11932-4_54</a>.
  short: 'M. Alptekin, K. Temmen, in: The Challenges of the Digital Transformation
    in Education, Springer International Publishing, Cham, 2019.'
conference:
  end_date: 2018-09-28
  location: Kos Island, Greece
  name: International Conference on Interactive Collaborative Learning and Engineering
    Pedagogy (ICL) 2018
  start_date: 2018-09-25
date_created: 2022-11-22T11:32:35Z
date_updated: 2024-12-29T11:09:43Z
ddc:
- '000'
department:
- _id: '34'
- _id: '300'
doi: 10.1007/978-3-030-11932-4_54
file:
- access_level: closed
  content_type: application/pdf
  creator: mesutalp
  date_created: 2024-12-29T11:07:54Z
  date_updated: 2024-12-29T11:07:54Z
  file_id: '57865'
  file_name: fullpaper_camera_ready.pdf
  file_size: 366224
  relation: main_file
  success: 1
file_date_updated: 2024-12-29T11:07:54Z
has_accepted_license: '1'
keyword:
- Augmented Reality
- Laboratory Training
- Engineering Education
- Gamification
language:
- iso: eng
place: Cham
publication: The Challenges of the Digital Transformation in Education
publication_identifier:
  isbn:
  - '9783030119317'
  - '9783030119324'
  issn:
  - 2194-5357
  - 2194-5365
publication_status: published
publisher: Springer International Publishing
status: public
title: Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training
type: book_chapter
user_id: '11763'
year: '2019'
...
