You are here:

Developing an Educational and Promotional Augmented Reality Learning Game Smartphone Application
PROCEEDING

, , , Kyushu Sangyo University, Japan

EdMedia + Innovate Learning, in Amsterdam, Netherlands ISBN 978-1-939797-42-1 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

The development of an Augmented Reality (AR) campus guide learning game smartphone application (app) at a Japanese university is intended to provide a tool for the efficient use of AR materials in instructional settings, and is characterized by the balancing of educational and institutional goals. AR technology and learning game design are utilized to encourage engagement, physical movement, and the contextual learning of content. The early stages of the development process are concerned with defining the scope of the app, the learning goal, the technical requirements, and establishing a method of development that simplifies a process restricted by a limited budget. A major goal of the research is the integration of a Computer Assisted Language Learning (CALL) game, to be used as part of an instructional sequence, to facilitate the investigation of the appropriateness of instructional design that utilizes AR technology and contextual, game-based learning in Japanese EFL contexts.

Citation

Taylor, S., Stone, A. & Witkin, N. (2019). Developing an Educational and Promotional Augmented Reality Learning Game Smartphone Application. In J. Theo Bastiaens (Ed.), Proceedings of EdMedia + Innovate Learning (pp. 935-938). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE). Retrieved September 17, 2020 from .

Slides