Oberdörfer, SebastianElsässer, AnneSchraudt, DavidGrafe, SilkeLatoschik, Marc ErichAlt, FlorianSchneegass, StefanHornecker, Eva2020-09-162020-09-162020https://dl.gi.de/handle/20.500.12116/34276Learning environments targeting Augmented Reality (AR) visualize complex facts, can increase a learner's motivation, and allow for the application of learning contents. When using tangible user interfaces, the learning process receives a physical aspect improving the overall intuitiveness. We present a tangible AR system targeting the learning of a frog's anatomy. The learning environment bases on a plushfrog containing removable markers. Detecting the markers, replaces them with 3D models of the organs. By extracting individual organs, learners can inspect them up close and learn more about their functions. Our AR frog further includes a quiz for a self-assessment of the learning progress and a gamification system to raise the overall motivation.eneducationtangible user interfacesaugmented realityserious gamesgamificationHorst - The teaching frog: learning the anatomy of a frog using tangible ARText/Conference Paper10.1145/3404983.3410007