Exploring student engagement in an augmented reality game

Nicolaas Vanmeerten, Keisha Varma

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Scopus citations

Abstract

It has been argued that approaches to education should embed learning in activities that reflect the social and physical environments in which the knowledge is relevant. Over the past ten years it has become possible to situate learning in a variety of novel contexts using augmented reality (AR) games. This study investigates the behaviors of middle school students during their participation in an AR game called Play the Past. The findings of this study show that engagement differed during discrete activities in the game environment and that there was a relationship between the roles that students were assigned and their engagement.

Original languageEnglish (US)
Title of host publicationMaking a Difference
Subtitle of host publicationPrioritizing Equity and Access in CSCL - 12th International Conference on Computer Supported Collaborative Learning, CSCL 2017 - Conference Proceedings
EditorsBrian K. Smith, Marcela Borge, Emma Mercier, Kyu Yon Lim
PublisherInternational Society of the Learning Sciences (ISLS)
Pages541-544
Number of pages4
ISBN (Electronic)9780990355021
StatePublished - Jan 1 2017
Event12th International Conference on Computer Supported Collaborative Learning - Making a Difference: Prioritizing Equity and Access in CSCL, CSCL 2017 - Philadelphia, United States
Duration: Jun 18 2017Jun 22 2017

Publication series

NameComputer-Supported Collaborative Learning Conference, CSCL
Volume2
ISSN (Print)1573-4552

Conference

Conference12th International Conference on Computer Supported Collaborative Learning - Making a Difference: Prioritizing Equity and Access in CSCL, CSCL 2017
Country/TerritoryUnited States
CityPhiladelphia
Period6/18/176/22/17

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