“Clavis Aurea”: An augmented Reality Game for the Teaching of Local History (original) (raw)

Re-experiencing history in archaeological parks by Playing a Mobile Augmented Reality Game

On the Move to …, 2010

This paper presents a mobile system that supports young students learning history at an archaeological site. It adopts gameplay as a novel and effective technique particularly suited for learning through mobile systems (mlearning). From a technological point of view, the main novelty of our system is its slim architecture. Minimal investments are required because the system runs on the students' own cellular phones. Experimental studies indicate that gameplay is able to trigger a desire to learn more about ancient history and to make archaeological visits more exciting and learning about the past more effective.

Revolutionizing history education: Using augmented reality games to teach histories

2005

In an ever-changing present of multiple truths and reconfigured histories, people need to be critical thinkers. Research has suggested the potential for using augmented reality (AR) gameslocation-based games that use wireless handheld devices to provide virtual game information in a physical environment-as educational tools. I designed "Reliving the Revolution" as a model for using AR games to teach historic inquiry, decision-making, and critical thinking skills.

A Mobile Augmented Reality Application for Primary School's History

Technological developments of recent years can provide the ability to use innovative techniques and tools in education. One of these useful tools is Augmented Reality, a technology that enables users to enrich the real world with virtual content. This paper presents the development of a mobile augmented reality application for primary education in order to make history course a more interactive and joyful experience. By combining the traditional school book with AR technology, physical images come to life and give more information about specific historical events or figures related to the Persian Wars, accompanied from a Quiz test that each student has to answer. Furthermore, a pilot study was conducted, in order to examine the educational performance of the application under real conditions. Further research may be focused in examining the expansion of such technologies in secondary and higher education situations (e.g. physics, biology), where traditional teaching methods do not manage to create a concrete base of knowledge due to the low level of experiential learning.

Development of augmented reality to learn history

Bulletin of Electrical Engineering and Informatics

Augmented Reality (AR) is a technology that enables a new information delivery environment. AR promotes both engagement and motivation for people to obtain and acquire certain knowledge or information including those concerning history. People, especially the young generation, often view history as an uninteresting and boring subject matter. This may be due to the lack of interactivity and visual images that accompanying the information on history. This could affect our level of understanding about the history of our country such as the fall of Melaka Empire and weaken our spirit of patriotism. Thus, this research aims to study the effect of combining the AR technology together with the traditional information to create excitement in learning history. The development of the AR application in this project is to enhance the traditional book by allowing users to see the digital visual of historical events. The development of the application involves five phases that are analysis, desig...

Igpaw: Intramuros--Design of an Augmented Reality Game for Philippine History

2015

We present work on a tablet and smartphonebased Augmented Reality game application for learning Philippine History. This paper highlights the design of the game application with regards to its educational content, game mechanics, and user interface, discussing how these elements combine to enjoin players to learn about Philippine history while visiting the actual historical locations situated in Intramuros, Manila.

LEARNING ABOUT HERITAGE THROUGH AUGMENTED REALITY GAMES

Compared to the way heritage assets are regarded in other developed nations, the Romanian ones are very often poorly managed, left unknown to the very own Romanian people, they are neglected and even damaged. Promoting and taking advantage of the country national heritage assets -be them tangible or intangible, involves first of all a raised awareness; it implies knowing about them and understanding their true meaning. Learning is the key to acquiring knowledge and people are prone to retaining information important to them or information that has a strong sensorial, emotional, cognitive impact upon them. As nowadays learning processes are more and more influenced by the powerful online environment and the complex technology, the sensitive area of heritage may take great benefits from it. National heritage assets bear within themselves historical and cultural information. They are the key to building a strong and proud national identity and a valuable social cohesion, to contributing to a sustainable economical development. As the way of retaining information and learning is changing, augmented reality gives the learner the live experience of the past and makes him aware of the heritage importance and of its true significance in the most appropriate way. The augmented reality technology makes the information more powerful by enhancing its substance with visual, audio and sensorial attributes, building thus a real live experience. The current paper aims to bring in discussion the possibilities of transmitting the knowledge about heritage assets through specific applications of augmented reality, making a particular reference to the educational games that transform learning into an entertaining activity.

An Interactive Information System That Supports an Augmented Reality Game in the Context of Game-Based Learning

Multimodal Technologies and Interaction, 2021

Mobile augmented reality applications are gaining prominence in education, but there is a need to design appropriate and enjoyable games to be used in educational contexts such as classrooms. This paper presents an interactive information system designed to support the implementation of an augmented reality application in the context of game-based learning. PlanetarySystemGO includes a location-based mobile augmented reality game designed to promote learning about the celestial bodies and planetary systems of the Universe, and a web application that interacts with the mobile device application. Besides face-to-face classes, this resource can also be used in online classes, which is very useful in social isolation situations as the ones caused by the COVID-19 pandemic. Furthermore, it is the inclusion of the web application, with a back-office, in the information system that makes it possible to include curricula contents according to the grade level of students. Moreover, it is inte...

Using augmented reality and gamification to make history field trips more engaging for university students

April 22, 2017, “Using Augmented Reality and Gamification to Make History Field Trips More Engaging for University Students,” at the 6th International Conference on Language, Education, Humanities and Innovation 2017, The Interdisciplinary Circle of Science, Arts and Innovation, Singapore.

ARCH Project explores how augmented reality (AR) activities can be integrated into a field trip setting in order to address history and culture learning goals and enhance the learning experience for university students. The activity supplements the instruction of two tertiary courses focused on history and cultural conservation, with a goal to addressing relevant content learning objectives as well as boosting students' authentic enquiry, active observation, and a sense of belonging to a realworld local community. The navigation of the field trip environment is supported by three main components: 1) Interactive map with all relevant cultural and historical locations marked as clickable destinations bringing up basic facts; 2) Learning content and knowledge quizzes hidden behind trigger images in each location, displayed as digital overlays via Aurasma, an AR development platform; 3) Learning profile visualising students' progress by rewarding them with digital tokens. The article presents preliminary data from prototype development. Software prototyping and focus group methodologies were employed to gather feedback from students and teachers. The findings support the view that AR has a positive effect on students' motivation and engagement. While the affordances of mobile technology and AR platforms are helping to make AR an increasingly achievable tool in teaching and learning, the challenge of designing and implementing the overall AR experience remains significant at all levels: designers, teachers, and students. Cultural challenge of overcoming students' scepticism over the usefulness of AR for their studies, and the managerial challenge of designing, integrating and managing the AR experience are discussed. To identify the impact of this project and explore its effectiveness for enhancing student learning experience an evaluation will be carried out after project implementation.

Augmented reality in history education: an immersive storytelling of American colonisation period in the Philippines

International Journal of Learning Technology, 2020

History education ordinarily faces a relativist slant, if not by the monotonous nature of the course. Hence, educators are continuously in pursuit for a better teaching strategy to keep the class interesting. The main goal of this study was to 'bring history to life' through a mobile application powered by augmented reality that can provide an immersive storytelling experience on the American Colonisation Period in the Philippines. Outlined as a second quarter lesson in K to 12 Basic Education Curriculum for Social Studies by the Department of Education, the Historic Augmented Reality Application (HARA) depicts the: 1) Battle of Manila Bay; 2) Mock Battle of Manila; 3) First Shot in Philippine-American War. Through a participatory approach, co-designers evaluated HARA in terms of pedagogical value (knowledge acquisition, acceptability, motivation, and attitude), and quality standards (effectiveness, satisfaction, and efficiency) through a usability inspection method. The iterative nature of the project development via a co-design approach with end users revealed early bugs, shortcomings, and possible improvements on the app. The rest is history!

Designing Game-Based Learning Kit with Integration of Augmented Reality for Learning Geography

International Journal of Interactive Mobile Technologies (iJIM)

The development of education is changing in line with the development of current technology, and these developments have influenced many innovations in teaching and learning methods. Many technology-based games have been introduced in the market; however, not all games are suitable for student learning. This is because the features of a game must have an impact on education; it is essential to choose a game based on appropriate criteria for education. Therefore, this paper describes the integration process of game-based learning features outlined by Alaswad and Nadolny (2015), which are goal, interaction and feedback. The three features are designed in a learning kit called the “Kit Pengembara” for learning the topic of “Arah Mata Angin” and “Bearing Sudutan”, the subject of Geography Form 1. In addition, this Kit Pengembara also integrates the UniteAR application for user to complete a given task using augmented reality. Therefore, this paper can provide an overview to educ...