Interaction techniques for navigation through and manipulation of 2D and 3D data
EGVE '02 Proceedings of the workshop on Virtual environments 2002
Growing up Digital: The Rise of the Net Generation
Growing up Digital: The Rise of the Net Generation
The Design and Implementation of a Mobile Learning Resource
Personal and Ubiquitous Computing
Playing with Automata. An Innovative Perspective for Gaming Simulation
ACRI '01 Proceedings of the 5th International Conference on Cellular Automata for Research and Industry
Marker Tracking and HMD Calibration for a Video-Based Augmented Reality Conferencing System
IWAR '99 Proceedings of the 2nd IEEE and ACM International Workshop on Augmented Reality
What video games have to teach us about learning and literacy
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
m-learning: a new stage of e-learning
CompSysTech '04 Proceedings of the 5th international conference on Computer systems and technologies
A rapid prototyping software infrastructure for user interfaces in ubiquitous augmented reality
Personal and Ubiquitous Computing
Motivation Techniques in eLearning
ICALT '05 Proceedings of the Fifth IEEE International Conference on Advanced Learning Technologies
Making educational computer games "educational"
Proceedings of the 2005 conference on Interaction design and children
A study of comparing the use of augmented reality and physical models in chemistry education
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Electromagnetism supercharged!: learning physics with digital simulation games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
The Kids are Alright: How the Gamer Generation is Changing the Workplace
The Kids are Alright: How the Gamer Generation is Changing the Workplace
Similarities and differences between "learn through play" and "edutainment"
Proceedings of the 3rd Australasian conference on Interactive entertainment
Making dead history come alive through mobile game-play
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Games for science and engineering education
Communications of the ACM - Creating a science of games
Using a mobile phone for 6 DOF mesh editing
Proceedings of the 8th ACM SIGCHI New Zealand chapter's international conference on Computer-human interaction: design centered HCI
ACM Transactions on Applied Perception (TAP)
Design experiences of multimodal mixed reality interfaces
SIGDOC '07 Proceedings of the 25th annual ACM international conference on Design of communication
Using mobile learning to increase environmental awareness
Computers & Education
Using augmented reality to promote an understanding of materials science to school children
ACM SIGGRAPH ASIA 2008 educators programme
SMART: a SysteM of Augmented Reality for Teaching 2nd grade students
BCS-HCI '08 Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 2
Trends in augmented reality tracking, interaction and display: A review of ten years of ISMAR
ISMAR '08 Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality
Editorial: Special issue on edutainment (E-learning and game)
Computers and Graphics
An alternate reality game for language learning: ARGuing for multilingual motivation
Computers & Education
Evaluation of learning outcomes using an educational iPhone game vs. traditional game
Computers & Education
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In this paper, we present an educational game for an iPhone and a Tablet PC. The main objective of the game was to reinforce children's knowledge about the water cycle. The game included different interaction forms like the touch screen and the accelerometer and combined AR mini-games with non-AR mini-games for better gameplay immersion. The main differences between the two devices were screen size and weight. A comparative study to check how these differences affect different aspects was carried out. Seventy-nine children from 8 to 10 years old participated in the study. From the results, we observed that the different characteristics (screen size and weight) of the devices did not influence the children's acquired knowledge, engagement, satisfaction, ease of use, or AR experience. There was only a statistically significant difference for the global score in which the iPhone was scored higher. We would like to highlight that the scores for the two devices and for all the questions were very high with means of over 4 (on a scale from 1 to 5). These positive results suggest that games of this kind could be appropriate educational games and that the mobile device used may not be a decisive factor.