Please use this identifier to cite or link to this item: http://hdl.handle.net/10497/23571
Title: 
Authors: 
Keywords: 
Board game
Augmented reality
360-degree photo
Outdoor learning
Informal learning
Issue Date: 
2021
Citation: 
Lim, K. Y. T., Wong, Y. Y., & Hilmy, A. H. (2021). Communal spaces as ludic resources of learning with augmented reality and board games. In Proceedings of the 7th International Conference of the Immersive Learning Research Network (iLRN) (pp. 1-5). https://doi.org/10.23919/ilrn52045.2021.9459378
Abstract: 
This paper describes a learning activity using Augmented Reality (AR) which seeks to take advantage of the potential for learning about history and culture through exploration. This is represented by a garden in a university campus that affords visitors a scaffolded experience comprising a game-driven narrative in which visitors to the garden may assume the roles of different protagonists. In addition, we also sought to design a paper- based board-game for visitors who are not yet able to visit the garden in person. Both aspects of the learning activity – namely, the game-driven narratives in the actual garden as well as in the board-game equivalent – were piloted in December 2020. The study suggests that a combination of Augmented Reality, storyline and role-play could increase the probability of encounters with spontaneous elements in learners’ local environments that encourage learning.
URI: 
ISBN: 
9781734899528
DOI: 
File Permission: 
Open
File Availability: 
With file
Appears in Collections:Conference Papers

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