2006
DOI: 10.1007/s10956-006-9036-0
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On Location Learning: Authentic Applied Science with Networked Augmented Realities

Abstract: The learning of science can be made more like the practice of science through authentic simulated experiences. We have created a networked handheld Augmented Reality environment that combines the authentic role-playing of Augmented Realities and the underlying models of Participatory Simulations. This game, known as Outbreak @ The Institute, is played across a university campus where players take on the roles of doctors, medical technicians, and public health experts to contain a disease outbreak. Players can … Show more

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Cited by 181 publications
(159 citation statements)
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“…Augmented Reality has been utilized to build up understudies' understanding of science, including natural science (Squire & Klopfer, 2007), and biomedical science (Yusoff et al, 2011). Gamification and pretend based AR has been connected to improve inspiration and a feeling of realness in restorative science (Rosenbaum et al, 2007).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Augmented Reality has been utilized to build up understudies' understanding of science, including natural science (Squire & Klopfer, 2007), and biomedical science (Yusoff et al, 2011). Gamification and pretend based AR has been connected to improve inspiration and a feeling of realness in restorative science (Rosenbaum et al, 2007).…”
Section: Literature Reviewmentioning
confidence: 99%
“…The game "Outbreak @ the Institute" [25] was played across a university campus where the players were trying to identify the source of an infectious disease and protect the virtual citizens from getting inflected. The players joined the game choosing among three different roles with different abilities which were Medical Doctors, Field Technicians and Public Health Officials.…”
Section: Outbreak @ the Institutementioning
confidence: 99%
“…They feel highly engaged and identify with their roles in the game [7]. They are tightly associated with their tasks in the game [24][27]. They take an identity and want to work together [12].…”
Section: Affectivementioning
confidence: 99%
“…Students can give examples for the importance of communication and collaboration [24]. Through the integration of Roleplaying in the game, students become more involved.…”
Section: Affectivementioning
confidence: 99%