Restructuring activity and place: Augmented reality games on handhelds

John Martin, James Mathews, Mingfong Jan, Chris Holden

Research output: Contribution to journalConference articlepeer-review

1 Scopus citations

Abstract

Human activities are constrained by interconnected and overlapping factors of: biological abilities, time, space, and social narratives. I focus on how the interplay between two of these factors, space and narratives, can be mediated with cultural tools of locative technologies such as Augmented Reality games and GPS units. In order to understand how place-based pedagogies affect learning and how locative technologies, like Global Positioning Systems (GPS) and Augmented Reality Games on Handhelds (ARGHs), help connect learners to cultures of place I examine experiences with place-based video games in a deep woods camping environment. Drawing together research in sociocultural learning, design, embodiment, environmental education, experiential education, human geography, and video games, this paper demonstrates how ARGHs can restructure a learning activity to (1) better connect learners to place, (2) increase and mediate their physical activity and social interactions, and (3) help enculturate them into a community of practice.

Original languageEnglish
Pages (from-to)35-42
Number of pages8
JournalComputer-Supported Collaborative Learning Conference, CSCL
Issue numberPART 2
StatePublished - 2008
EventInternational Perspectives in the Learning Sciences: Cre8ing a Learning World - 8th International Conference for the Learning Sciences, ICLS 2008 - Utrecht, Netherlands
Duration: 23 Jun 200828 Jun 2008

Fingerprint

Dive into the research topics of 'Restructuring activity and place: Augmented reality games on handhelds'. Together they form a unique fingerprint.

Cite this