CompARe: Design and Development of a Gamified Augmented Reality Learning Environment for Cultural Heritage Sites

Understanding cultural heritage by visiting cultural sites is vital to individuals and communities across the world. It is, therefore, important to create authentic learning situations where students can experience and meaningfully learn about cultural heritage; however, authentic learning in situ can be a challenge. Learning during educational field trips at cultural sites is often not well supported, while students’ interest and motivation to learn are not always activated, which ultimately impacts the learning experience during the visit. Furthermore, students may be distracted by off-task activities and by the novelty effect of the setting during the field trip and may find it difficult to dedicate themselves to the learning activities. Augmented and virtual reality technologies and approaches such as gamification have created new contexts for location-based, technology-enhanced learning, which can help address some of the challenges faced during educational field trips. This article describes the design and validation of CompARe, a gamified augmented reality learning environment (LE) created to support student learning while visiting a cultural heritage site. The CompARe LE is built around an inquiry-based scenario in which students, working in groups, take on the role of art historians and are asked to date an important wall mosaic by visiting four digital hotspots located throughout the site. CompARe was developed and validated using a design-based methodology. We present two case studies of upper elementary students using CompARe and discuss the affordances and challenges of the learning experience. We conclude with lessons learned about the effectiveness of the CompARe learning approach and discuss future steps.

Authors

Institutions

Publication Details

Journal
Journal on Computing and Cultural Heritage
Published
2024-11-11
DOI
https://doi.org/10.1145/3703917
Citations
8
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
1.99
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

CompARe: Design and Development of a Gamified Augmented Reality Learning Environment for Cultural Heritage Sites

Markos Souropetsis, Eleni Α. Kyza
8 citations
Journal on Computing and Cultural Heritage
Augmented Reality Applications
1.99
article

CompARe: Design and Development of a Gamified Augmented Reality Learning Environment for Cultural Heritage Sites

Markos Souropetsis, Eleni Α. Kyza
article en
8 citations

Abstract

Understanding cultural heritage by visiting cultural sites is vital to individuals and communities across the world. It is, therefore, important to create authentic learning situations where students can experience and meaningfully learn about cultural heritage; however, authentic learning in situ can be a challenge. Learning during educational field trips at cultural sites is often not well supported, while students’ interest and motivation to learn are not always activated, which ultimately impacts the learning experience during the visit. Furthermore, students may be distracted by off-task activities and by the novelty effect of the setting during the field trip and may find it difficult to dedicate themselves to the learning activities. Augmented and virtual reality technologies and approaches such as gamification have created new contexts for location-based, technology-enhanced learning, which can help address some of the challenges faced during educational field trips. This article describes the design and validation of CompARe, a gamified augmented reality learning environment (LE) created to support student learning while visiting a cultural heritage site. The CompARe LE is built around an inquiry-based scenario in which students, working in groups, take on the role of art historians and are asked to date an important wall mosaic by visiting four digital hotspots located throughout the site. CompARe was developed and validated using a design-based methodology. We present two case studies of upper elementary students using CompARe and discuss the affordances and challenges of the learning experience. We conclude with lessons learned about the effectiveness of the CompARe learning approach and discuss future steps.

Journal on Computing and Cultural HeritageVol. 18(1)
Cyprus University of Technology (CY)
Sustainable cities and communities
Openalex Percentile: Top 12%
Augmented Reality Applications
1.99
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.