The Influence of Mobile Augmented Reality-Based Sandbox Games on Chinese Characters Learning

Xiaodong Wei, Guodong Yang*, Dongdong Weng

*Corresponding author for this work

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

4 Citations (Scopus)

Abstract

With the rapid development of augmented reality technology in the field of education, the availability of learning methods based on mobile AR technology has been verified. However, there is little research on the impact of mobile AR on Chinese character learning. This paper designed and developed a mobile AR Chinese characters sandbox game. Compared with the traditional Chinese characters learning applications, the game is more interesting and effective. The game combines 3D touch interaction, 2D interface interaction, image recognition-based AR interaction and so on. The game can intelligently recommend suitable learning content to learners. In the game, participants write Chinese characters by interacting with the real environment, while changing the virtual environment. The results of this study show that the game has a positive impact on learners’ learning of Chinese characters. It can greatly improve learners’ learning interest and motivation.

Original languageEnglish
Title of host publicationImage and Graphics Technologies and Applications - 14th Conference on Image and Graphics Technologies and Applications, IGTA 2019, Revised Selected Papers
EditorsYongtian Wang, Qingmin Huang, Yuxin Peng
PublisherSpringer Verlag
Pages436-446
Number of pages11
ISBN (Print)9789811399169
DOIs
Publication statusPublished - 2019
Event14th Conference on Image and Graphics Technologies and Applications, IGTA 2019 - Beijing, China
Duration: 19 Apr 201920 Apr 2019

Publication series

NameCommunications in Computer and Information Science
Volume1043
ISSN (Print)1865-0929
ISSN (Electronic)1865-0937

Conference

Conference14th Conference on Image and Graphics Technologies and Applications, IGTA 2019
Country/TerritoryChina
CityBeijing
Period19/04/1920/04/19

Keywords

  • Argument reality
  • Chinese characters
  • Gamified learning
  • Human-computer interaction
  • Mobile learning

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