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The Campus Mysteries project investigates the efficacy of locative learning by deploying an Augmented Reality Serious Game platform known as fAR-Play. By utilizing a ghost-hunt scavenger hunt format, the research evaluates how different technological mediums—specifically GPS-based augmented reality, QR code scanning, and traditional paper maps—influence student engagement and educational outcomes. The primary thesis posits that while mobile platforms facilitate interdisciplinary collaboration between the humanities and computing sectors, the integration of digital technology does not automatically guarantee superior learning experiences compared to conventional methods.
Quantitative analysis of participant data reveals no statistically significant differences in usability or enjoyment between digital smartphone-based interfaces and traditional paper-based materials. These findings challenge the assumption that augmented reality is inherently more effective for on-site learning than analog tools. Instead, the study suggests that the success of a serious game depends heavily on the specific educational context and the alignment of the medium with the intended learning objectives.
This research, conducted within a university campus setting, provides a framework for instructional designers to evaluate the utility of mobile tools such as integrated maps and social media feeds. By synthesizing literature on augmented reality and alternate reality gaming, the project underscores the importance of a balanced approach to educational technology. Ultimately, the findings advocate for a pragmatic selection of tools, emphasizing that digital platforms should be viewed as one of many viable options rather than a default replacement for traditional pedagogical practices.
Loading... The Journal of the Canadian Game Studies Association · 2012