Introducing pre-service education students to university experiences through an augmented reality game

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Author(s)
Campbell, C
Al-Harthi, ASA
Griffith University Author(s)
Year published
2016
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Show full item recordAbstract
Augmented reality has come into its own recently due to the advent of Pokémon Go. However,
this technology has been around for several years and there is an increasing body of knowledge
available. This study reports on an augmented reality game (ARG), called the UQ Amazing Race,
that was developed for a first year education course for students studying to be teachers. Students
had the opportunity to complete the UQ Amazing Race in class tutorials and then report on their
experiences by completing a survey a week later. Students’ experiences were investigated
particularly regarding how the experience is different by gender ...
View more >Augmented reality has come into its own recently due to the advent of Pokémon Go. However, this technology has been around for several years and there is an increasing body of knowledge available. This study reports on an augmented reality game (ARG), called the UQ Amazing Race, that was developed for a first year education course for students studying to be teachers. Students had the opportunity to complete the UQ Amazing Race in class tutorials and then report on their experiences by completing a survey a week later. Students’ experiences were investigated particularly regarding how the experience is different by gender and comfort with technology. Results suggest the game was engaging for all students but particularly positive for female students. Students with more comfort with technology reported significantly higher participation in the ARG.
View less >
View more >Augmented reality has come into its own recently due to the advent of Pokémon Go. However, this technology has been around for several years and there is an increasing body of knowledge available. This study reports on an augmented reality game (ARG), called the UQ Amazing Race, that was developed for a first year education course for students studying to be teachers. Students had the opportunity to complete the UQ Amazing Race in class tutorials and then report on their experiences by completing a survey a week later. Students’ experiences were investigated particularly regarding how the experience is different by gender and comfort with technology. Results suggest the game was engaging for all students but particularly positive for female students. Students with more comfort with technology reported significantly higher participation in the ARG.
View less >
Conference Title
ASCILITE 2016 - Conference Proceedings - 33rd International Conference of Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education: Show Me the Learning
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Copyright Statement
© 2016 Chris Campbell, & Aisha Salim Ali Al-Harthi. The author(s) assign a Creative Commons by attribution licence enabling others to distribute, remix, tweak, and build upon their work, even commercially, as long as credit is given to the author(s) for the original creation.
Subject
Specialist studies in education not elsewhere classified