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. (Contributor), Klopfer, Eric (Contributor), Norton, Marleigh (Contributor), Sutch, Dan (Author), Sandford, Richard (Author), Facer, Keri (Author)
Other Authors: Massachusetts Institute of Technology. Department of Urban Studies and Planning (Contributor)
Format: Article
Language:English
Published: Association for Computing Machinery (ACM), 2015-12-21T17:57:54Z.
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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".