Right Game, Wrong Place? A Case Study: Using a Gamified AR Application in a Heritage Context to Promote Engagement and Learning

Author:

Noah Jefferies Liam

Abstract

This chapter describes an experiment in the use of gamified processes within a downloadable smartphone augmented reality (AR) application situated in a heritage context of national (UK) significance. The AR project incorporated two distinct game modes, both of which were designed to simultaneously provide users with information and motivate continued engagement. The learning gained from the AR project pertains specifically to three core threads; the first, being of fundamental importance to gamification, is that of challenge and how this links to user motivation, audience ability and prior knowledge. The second considers methodology, specifically the observation of ‘representative’ and ‘expert users’ and how a comparison of these can provide insight. The final, and most significant, thread reflects upon gamified content in relation to context, user expectation and environmental influences. The conclusion may assist others who seek to use gamification in any context by its exploration of the mistakes made and successes encountered in this case study.

Publisher

IntechOpen

Reference82 articles.

1. Tillon AB, Marchal I, Houlier P. Mobile Augmented Reality in the Museum: Can a Lace-Like Technology Take you Closer to Works of Art ? IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities. Switzerland, Basel: Institute of Electrical and Electronics Engineers; 2011. pp. 41-47

2. Matuk C. The learning affordances of augmented reality for museum exhibits on human health. Museums & Social Issues. 2016;11(1):73-87. DOI: 10.1080/15596893.2016.1142815

3. Bogost I. Why gamification is bullshit. In: Walz SP, Deterding S, editors. The Gameful World: Approaches, Issues, Applications. Cambridge, MA, US: MIT Press; 2015. pp. 65-79. Available from: https://books.google.co.uk/books?id=KDxTBgAAQBAJ

4. Hein GE. Learning in the Museum. Vol. 47, Assessment. New York, New York, USA: Routledge; 1998. p. 203. Available from: http://books.google.com/books?id=Yz4pflj1jMoC&pgis=1

5. Tulloch R. Reconceptualising gamification: Play and pedagogy. Digital Culture & Education. 2014;6(December):317-333

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3