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  4. AR gone wild: two approaches to using augmented reality learning games in Zoos

AR gone wild: two approaches to using augmented reality learning games in Zoos

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Author(s)
Perry, Judith P.
•
Klopfer, Eric
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Norton, Marleigh
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Sutch, Dan
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Sandford, Richard
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Facer, Keri
Date Issued
2008
Journal
Proceedings of the 8th international conference on International conference for the learning sciences (ICLS '08)
Publisher
Association for Computing Machinery (ACM)
Citation
Judy Perry, Eric Klopfer, Marleigh Norton, Dan Sutch, Richard Sandford, and Keri Facer. 2008. AR gone wild: two approaches to using augmented reality learning games in Zoos. In Proceedings of the 8th international conference on International conference for the learning sciences - Volume 3 (ICLS'08), Vol. 3. International Society of the Learning Sciences 322-329.
Version
Author's final manuscript
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".
MIT Department
Massachusetts Institute of Technology. Department of Urban Studies and Planning
Terms of Use
Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use.
Persistent DSpace Link
http://hdl.handle.net/1721.1/100459
DOI of Published Version
http://dl.acm.org/citation.cfm?id=1600034
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