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Informing high school students about smart industry using a gamified AR-experience

The purpose of this thesis is to investigate how secondary high school students can be informed about smart industry using Augmented Reality (AR) and gamification together with a physical component. This thesis is a collaboration between Cybercom and the project Smarta Fabriker (Smart Factories). The intended outcome of this project is as an AR solution part of the project Smarta Fabriker. To gather inspiration about student interests to act as a base for the design of the physical component included in this project, interviews were conducted. Six concepts for physical components were proposed and resulted in a combination of two of the concepts. To investigate the gamification part of the project, a workshop was held with students. The workshop data was used as a base for the game concept of this project. The final game concept together with the physical component was then tested with users through a final Virtual Reality (VR) prototype to determine the outcome of this project. Main results were positive and most of the students could see themselves using the intended AR solution of this project.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:mau-23984
Date January 2018
CreatorsOrell, Nicolina
PublisherMalmö universitet, Fakulteten för kultur och samhälle (KS), Malmö universitet/Kultur och samhälle
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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