AR gone wild: two approaches to using augmented reality learning games in Zoos

Participants in Augmented Reality (AR) games are equipped with location-aware handheld computers, allowing players to physically move throughout a real world location while simultaneously triggering virtual information based on their physical location. Researchers are only beginning to understand ho...

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Bibliographic Details
Main Authors: Perry, Judith P., Klopfer, Eric, Norton, Marleigh, Sutch, Dan, Sandford, Richard, Facer, Keri
Other Authors: Massachusetts Institute of Technology. Department of Urban Studies and Planning
Format: Article
Language:en_US
Published: Association for Computing Machinery (ACM) 2015
Online Access:http://hdl.handle.net/1721.1/100459
Description
Summary:Participants in Augmented Reality (AR) games are equipped with location-aware handheld computers, allowing players to physically move throughout a real world location while simultaneously triggering virtual information based on their physical location. Researchers are only beginning to understand how to leverage the pedagogical strengths of location-based AR games. This paper includes case studies for two separate research projects: Researchers from MIT will present "Zoo Scene Investigators: Challenges of Designing a Mystery Themed AR Game for Students Ages 10-14 in a U.S. Zoo". Researchers from Futurelab will present "Crafting mediascapes for a Zoo Setting using Create-A-Scape with Singaporean Primary School Students".