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Location-Based Learning with Mobile Games Speakers: Karen Schrier Track: SGS: Learning & Instructional Theory Format: Lecture Experience Level: All Description: What types of learning can happen when we play videogames into the real world? Augmented reality (AR) games and location-based games mix the real and virtual worlds and can potentially affect the way participants experience and learn from a place, such as a historic site or local town. In this presentation, a novel educational AR game, Reliving the Revolution (RtR) is discussed to show how spatial, location-specific, kinesthetic elements of the game can affect the participants' learning and engagement. RtR takes place in real-world Lexington, Massachusetts and participants use a GPS-enabled PDA to gather historical evidence and try to figure out who fired the first shot at Lexington. The game results suggested that AR can: - Enhance the practice of skills, such as teamwork and problem solving - Affect the experience of the site - Promote conceptual explorations Idea Takeaway: Participants understand augmented reality and location-based gaming-what it is and how they can create their own games. They get tips on how to best design location-based games to enhance the learning of a place-how the technology and real-world can support each other for a rich and engaging experience. They understand the potential for bringing games outdoors and to their own sites. Intended Audience: This session most benefits educators (teachers, educational game designers and principals), mobile game designers, and school technology specialists. No knowledge is necessary for this session, just a passion for education and a desire to think of best practices for using location-based games to enhance learning. |