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 |
Files in This Item:
File | Description | Size | Format | |
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ICILRN-2021-1.pdf | 286.26 kB | Adobe PDF | View/Open |
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