A location-based social network system integrating mobile augmented reality and user generated content

Author(s):  
Yuanwen Yue ◽  
Jiaqi Ding ◽  
Yuhao Kang ◽  
Yueyao Wang ◽  
Kunlin Wu ◽  
...  
2021 ◽  
Vol 11 (21) ◽  
pp. 9929
Author(s):  
Konstantina Sdravopoulou ◽  
Juan Manuel Muñoz González ◽  
María Dolores Hidalgo-Ariza

Using mobile augmented reality games in education combines situated and active learning with pleasure. The aim of this research is to analyze the responses expressed by young, middle-aged, and elderly adults about the location-based mobile augmented reality (MAR) games using methods of content analysis, concept maps, and social network analysis (SNA). The responses to questions related to MAR game Ingress were collected from 36 adult players, aged 20–60, from Greece, and subsequently analyzed by means of content analysis, concept maps, and social network analysis. Our findings show that for question 1 (How do you feel when you endow the geographical space with personal preferences?), there was a differentiation of the answers between age groups with age groups agreeing in pairs, the first two and the last two, while for question 2 (Do you think that the game offers opportunities for learning and teaching geography, building on your previous geographical knowledge?), there was an overlap in responses of participants among age groups. It was also revealed that the MAR games foster a constructivism approach of learning, as their use learning becomes an active, socially supported process of knowledge construction.


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