This paper presents and concludes the ATOMIC project, which was to create an XR-based educational environment that enables students to meet the challenges of a natural business environment such as planning and organizing, staffing and control, problem solving, critical thinking, creativity, and teamwork. Four different approaches were taken utilizing different XR technologies (projector-based AR, mobile-based AR, HMD AR, and HMD VR), and their efficacy and educational value were juxtaposed. A universal 34-question usability questionnaire was proposed that can be applied in future XR usability studies. Four versions of the application were tested among 20 students to identify the advantages and disadvantages of each approach in an educational context.
In this paper we present and discuss the creative process behind a hybrid game, grounded in the research project "FlavourGame". The research project is developing a serious game for kids aged 10-12 years old to generate discussion and sense-making around nutrition, more specifically everyday choices of nourishment and food. The main aim is to develop a game design model for hybrid games, making use of digital and physical interactions with fictional worlds to create engaging experiences. In this paper we unravel the creation process of the game narrative, game board, cards and characters while enunciating the mechanics and rules needed to play the game. Additionally, we describe the implementation of the game, the used technological approach, and challenges faced by combining the digital and analog components.
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