Right Game, Wrong Place? A Case Study: Using a Gamified AR Application in a Heritage Context to Promote Engagement and Learning

  • Noah Jefferies L
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Abstract

… This book chapter explores the development and delivery of a gamified, augmented reality smartphone application called TNAR (Temple Newsam Augmented Reality). The application, …

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APA

Noah Jefferies, L. (2023). Right Game, Wrong Place? A Case Study: Using a Gamified AR Application in a Heritage Context to Promote Engagement and Learning. In Gamification - Analysis, Design, Development and Ludification. IntechOpen. https://doi.org/10.5772/intechopen.107535

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