Research

A Case Study on AR Gamification to Help Easy and Funny College Life for Foreign Students

A Case Study on AR Gamification to Help Easy and Funny College Life for Foreign Students

A Case Study on AR Gamification to Help Easy and Funny College Life for Foreign Students

A Case Study on AR Gamification to Help Easy and Funny College Life for Foreign Students

By Zi-JieLan, Chan Park, and Wan-Bok Lee

Abstract

“Although the number of foreign students is increasing with the development of internationalization, international students are often unfamiliar to the campus environment in the early stages of their school visits. This research aims to solve the problems of foreign students' unfamiliarity with the campus and the inconvenience of study and life after enrollment and to design and produce an AR campus guide application based on gamification. The application built are designed according to the targets, missions, and rewards of different places. Through the 'A Survey on the Awareness of Kongju University's Buildings' questionnaire survey of international students at National Kongju University, six place were selected as POI (Point of Interest). Missions and questions suitable for users were designed. Through this application, it is hoped that users can learn about important places of the school interestingly and learn about the use of related convenience facilities.”

Reference

Lan, Z., Park, C., & Lee, W. (2022). A case study on AR gamification to help easy and funny college life for foreign students. Retrieved May 4, 2022, from https://doi.org/10.22156/CS4SMB.2022.12.03.011

Keywords

Gamification, game element, augmented reality, campus guidance, location based server, research