A Foreign Language Learning Application using Mobile Augmented Reality
Florentin-Alexandru Dita ()
Informatica Economica, 2016, vol. 20, issue 4, 76-87
Abstract:
In this paper is described a foreign language learning application using mobile augmented reality based on gamification method and text recognition. The mobile augmented reality is a technology that extends the real world elements with 2D or 3D computer generated objects and lets the users interact with them. A Gamification system is based on different mechanisms that increase the motivation of students, due to the impact that videogames have in their emotional, cognitive and social areas. The proposed solution applies Optical Character Recognition technique, using the camera of the mobile device, in order to identify the text written on a card. The implementation combines the features of gamification system and mobile augmented reality in order to make the learning process more easy and fun. This paper aims to present the results after testing the foreign language learning application in different scenarios.
Keywords: Gamification; M-Learning; Mobile Augmented Reality; Optical Character Recognition; Virtual Object (search for similar items in EconPapers)
Date: 2016
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Persistent link: https://EconPapers.repec.org/RePEc:aes:infoec:v:20:y:2016:i:4:p:76-87
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