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01706 am a22002533u 4500 |
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100459 |
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|a dc
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|a Perry, Judith P.
|e author
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|a Massachusetts Institute of Technology. Department of Urban Studies and Planning
|e contributor
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|a Perry, Judith P.
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|a Klopfer, Eric
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|a Norton, Marleigh
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|a Klopfer, Eric
|e author
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|a Norton, Marleigh
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|a Sutch, Dan
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|a Sandford, Richard
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|a Facer, Keri
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|a AR gone wild: two approaches to using augmented reality learning games in Zoos
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|b Association for Computing Machinery (ACM),
|c 2015-12-21T17:57:54Z.
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|z Get fulltext
|u http://hdl.handle.net/1721.1/100459
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|a 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".
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|a en_US
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|a Article
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|t Proceedings of the 8th international conference on International conference for the learning sciences (ICLS '08)
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