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Using a Location-Based AR Game in Environmental Engineering

  • Heinrich SöbkeEmail author
  • Jannicke Baalsrud Hauge
  • Ioana A. Stefan
  • Antoniu Stefan
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11863)

Abstract

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.

Keywords

Augmented Reality Serious game Location-based Higher education Environmental Engineering 

References

  1. 1.
    Niantic Labs: Ingress. http://www.ingress.com/
  2. 2.
    Niantic Inc.: Pokémon Go. http://www.pokemongo.com/
  3. 3.
    Mayer, R.E., Fiorella, L.: 12 Principles for Reducing Extraneous Processing in Multimedia Learning: Coherence, Signaling, Redundancy, Spatial Contiguity, and Temporal Contiguity Principles. The Cambridge Handbook of Multimedia Learning, pp. 279–315. Cambridge University Press, Cambridge (2014)Google Scholar
  4. 4.
    Baalsrud Hauge, J., et al.: Exploring context-aware activities to enhance the learning experience. In: Dias, J., Santos, P.A., Veltkamp, R.C. (eds.) Games and Learning Alliance 6th International Conference, GALA 2017, Lisbon, Portugal, December 5–7, 2017, Proceedings, pp. 238–247. Springer, Cham (2017)Google Scholar
  5. 5.
    Geomotion Games: PlayVisit. http://www.playvisit.com/

Copyright information

© IFIP International Federation for Information Processing 2019

Authors and Affiliations

  • Heinrich Söbke
    • 1
    Email author
  • Jannicke Baalsrud Hauge
    • 2
    • 3
  • Ioana A. Stefan
    • 4
  • Antoniu Stefan
    • 4
  1. 1.Bauhaus-Universität Weimar, Bauhaus-Institute for Infrastructure Solutions (b.is)WeimarGermany
  2. 2.BIBA – Bremer Institut für Produktion und Logistik GmbHBremenGermany
  3. 3.Royal Institute of TechnologySödertäljeSweden
  4. 4.Advanced Technology SystemsTargovisteRomania

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