EXPLORING THE POTENTIAL AFFORDANCES OF AUGMENTED REALITY (AR) GAME-BASED LEARNING IN CAMPUS HERITAGE PRESERVATION
1 Independent Researcher (SINGAPORE)
2 National Institute of Education (SINGAPORE)
About this paper:
Conference name: 18th International Technology, Education and Development Conference
Dates: 4-6 March, 2024
Location: Valencia, Spain
Abstract:
This paper explores the potential affordances of Augmented Reality (AR) game-based learning in preserving the cultural heritage of educational institutions. In view of the increased application of game-based learning environments across various disciplinary domains, an Augmented Reality game-based learning experience is proposed to increase students’ knowledge of their school’s heritage. The game is also proposed to make the subject of school heritage more tangible as a method of preservation, by incorporating digital technology and story-telling. The study involves students playing an AR adventure role-playing game (RPG) which uses device location within the boundaries of a campus of an education institution in Singapore to trigger in-game events. To assess the effectiveness of the AR game-based experience as a medium for learning, the authors examine players’ situational interest, which emerges in response to the learning environment created, using the Situational Interest Scale (Chen, Darst, & Pangrazi, 1999). General feedback about the game experience is gathered from one-on-one interviews with participants. It is hoped that this paper will contribute to an understanding of the wider effectiveness of game-based learning environments in educational contexts.Keywords:
Augmented reality, game-based environment, cultural heritage, serious games, situational interest.