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Title: AR Gone Wild: Two Approaches to Using Augmented Reality Learning Games in Zoos
Authors: Perry, Judith
Klopfer, Eric
Norton, Marleigh
Sutch, Dan
Sandford, Richard
Facer, Keri
Issue Date: Jun-2008
Publisher: International Society of the Learning Sciences, Inc.
Citation: Perry, J., Klopfer, E., Norton, M., Sutch, D., Sandford, R., & Facer, K. (2008). AR Gone Wild: Two Approaches to Using Augmented Reality Learning Games in Zoos. In Kanselaar, G., Jonker, V., Kirschner, P. A., & Prins, F. J. (Eds.), International Perspectives in the Learning Sciences: Cre8ing a learning world. Proceedings of the Eighth International Conference for the Learning Sciences – ICLS 2008, Volumes 3 (pp. 322-329). Utrecht, The Netherlands: International Society of the Learning Sciences.
Abstract: 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".
Appears in Collections:ICLS 2008

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