Emergent Mentorship and Learning Communities of Practice Among Players of Augmented Reality Video Games PROCEEDING
Ryan Straight, University of Arizona, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Washington, DC, United States Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
As augmented reality gaming becomes increasingly popular, understanding the organically emergent communities of learning that emerge within the player base becomes increasingly useful for anyone seeking to leverage these experiences for informal and formal educational means. This paper seeks to examine the phenomenon, situate augmented reality gaming in the greater video game sphere, and elaborate on players’ experiences and stories.
Straight, R. (2016). Emergent Mentorship and Learning Communities of Practice Among Players of Augmented Reality Video Games. In Proceedings of E-Learn: World Conference on E-Learning (pp. 785-792). Washington, DC, United States: Association for the Advancement of Computing in Education (AACE). Retrieved September 24, 2018 from https://www.learntechlib.org/primary/p/174007/.
© 2016 Association for the Advancement of Computing in Education (AACE)
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