Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Using a Location-Based AR Game in Environmental Engineering
Bauhaus Univ Weimar, Bauhaus Inst Infrastruct Solut, Coudraystr 7, D-99423 Weimar, Germany..
KTH, School of Industrial Engineering and Management (ITM).ORCID iD: 0000-0002-3747-0845
Adv Technol Syst, Str Tineretului 1, Targoviste 130029, Romania..
Adv Technol Syst, Str Tineretului 1, Targoviste 130029, Romania..
2019 (English)In: ENTERTAINMENT COMPUTING AND SERIOUS GAMES, ICEC-JCSG 2019 / [ed] VanDerSpek, E Gobel, S Do, EYL Hauge, JB Clua, E, SPRINGER INTERNATIONAL PUBLISHING AG , 2019, p. 466-469Conference paper, Published paper (Refereed)
Abstract [en]

Location-based AR games have experienced a tremendous rise. With Ingress (2013) and later Pokémon GO (2016), the two games have established a new genre on the one hand and set new bench-marks in popularity on the other. The specific characteristics, like multiplayer mode, integration of authentic places, and ubiquitous accessibility, make it likely that these games may have a potential as learning tools, i.e., being used in a game-based learning setting. In education for engineering disciplines, such as Environmental Engineering, authentic on-site experiences can be provided using location-based games. The study presented herein analyzes the application of a serious location-based AR game in the course Urban Water Management of the Master’s programme Environmental Engineering. Methodologically, the application was evaluated with the help of questionnaires (N = 7, 9, 17, pre- and posttest, perceptions and preferences of the students). Despite the advanced level of education, there was a high acceptance of the game-based learning setting. The study supports the hypothesis that location-based AR games can be well-suited learning tools in higher education.

Place, publisher, year, edition, pages
SPRINGER INTERNATIONAL PUBLISHING AG , 2019. p. 466-469
Series
Lecture Notes in Computer Science, ISSN 0302-9743 ; 11863
National Category
Electrical Engineering, Electronic Engineering, Information Engineering
Identifiers
URN: urn:nbn:se:kth:diva-267544DOI: 10.1007/978-3-030-34644-7_47ISI: 000508567100047Scopus ID: 2-s2.0-85076957302ISBN: 978-3-030-34644-7 (print)OAI: oai:DiVA.org:kth-267544DiVA, id: diva2:1426134
Conference
1st IFIP TC 14 Joint International Conference on 18th IFIP International Conference on Entertainment Computing (IFIP-ICEC) / 5th International Joint Conference on Serious Games (JCSG), NOV 11-15, 2019, Catholic Univ San Pablo, Arequipa, PERU
Note

QC 20200423

Available from: 2020-04-23 Created: 2020-04-23 Last updated: 2020-04-23Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full textScopus

Authority records BETA

Baalsrud Hauge, Jannicke

Search in DiVA

By author/editor
Baalsrud Hauge, Jannicke
By organisation
School of Industrial Engineering and Management (ITM)
Electrical Engineering, Electronic Engineering, Information Engineering

Search outside of DiVA

GoogleGoogle Scholar

doi
isbn
urn-nbn

Altmetric score

doi
isbn
urn-nbn
Total: 4 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf