Augmented reality storytelling games bringing history to life – Complete Phd and Masters Thesis

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Introduction:

Augmented reality (AR) has become an increasingly popular technology in the gaming industry, allowing users to immerse themselves in a virtual world that is superimposed onto the real world. One particularly interesting application of AR is in storytelling games that bring history to life. By incorporating historical events, characters, and locations into a game that users can interact with in real-time, AR storytelling games have the potential to make history more engaging and accessible to a wide audience.

This thesis explores the use of augmented reality storytelling games to bring history to life, examining the potential benefits and challenges of this innovative approach to historical education and entertainment. By combining the interactive nature of gaming with the immersive experience of augmented reality, these games have the potential to revolutionize the way we learn about and engage with history.

Chapter 1: Introduction
1.1 Introduction
1.2 Background of study
1.3 Problem Statement
1.4 Objective of study
1.5 Limitation of study
1.6 Scope of study
1.7 Significance of study
1.8 Structure of the Thesis
1.9 Definition of terms

Chapter 2: Literature Review
2.1 History of storytelling games
2.2 Augmented reality technology
2.3 Educational benefits of augmented reality
2.4 Engagement and immersion in storytelling
2.5 Gamification in education
2.6 Historical accuracy in games
2.7 User experience in augmented reality
2.8 Impact of storytelling on learning
2.9 Challenges of AR storytelling games
2.10 Future trends in AR gaming

Chapter 3: Research Methodology
3.1 Research design
3.2 Data collection methods
3.3 Participant selection
3.4 Data analysis
3.5 Pilot testing
3.6 Ethical considerations
3.7 Validity and reliability
3.8 Limitations of the research

Chapter 4: Discussion of Findings
4.1 Analysis of user feedback
4.2 Effectiveness of AR storytelling games
4.3 Educational value of historical content
4.4 User engagement and immersion
4.5 Challenges and limitations
4.6 Comparison with traditional educational methods
4.7 Implications for the future of historical education
4.8 Recommendations for further research

Chapter 5: Conclusion and Summary
5.1 Recap of key findings
5.2 Contributions to the field
5.3 Implications for educational practice
5.4 Limitations of the study
5.5 Suggestions for future research

Thesis Overview:

Augmented reality storytelling games have the potential to revolutionize the way we engage with and learn about history. By combining the immersive nature of AR technology with interactive storytelling, these games offer a unique and engaging educational experience for users of all ages. This thesis aims to explore the benefits and challenges of using AR storytelling games to bring history to life, examining how this innovative approach can improve historical education and entertainment.

The literature review will provide a comprehensive overview of the history of storytelling games, the technology behind augmented reality, and the educational benefits of AR. It will also explore the impact of storytelling on learning, the challenges of AR storytelling games, and future trends in AR gaming.

The research methodology chapter will outline the research design, data collection methods, participant selection, and data analysis techniques used in the study. It will also discuss pilot testing, ethical considerations, and the validity and reliability of the research findings.

The discussion of findings chapter will analyze user feedback, the effectiveness of AR storytelling games, the educational value of historical content, user engagement and immersion, and the challenges and limitations of AR storytelling games. It will also compare AR storytelling games with traditional educational methods and provide recommendations for further research in this area.

In the conclusion and summary chapter, the key findings of the study will be recapped, the contributions to the field will be highlighted, and implications for educational practice will be discussed. Limitations of the study will be acknowledged, and suggestions for future research will be provided. Overall, this thesis aims to shed light on the potential of augmented reality storytelling games to transform the way we learn about history, offering a new and exciting approach to historical education and entertainment.

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