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

Research output: Contribution to conferencePaperpeer-review

Abstract

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.

Original languageEnglish
Pages105-110
Number of pages6
Publication statusPublished - Jan 1 2016
Event33rd International Conference of Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education, ASCILITE 2016 - Adelaide, Australia
Duration: Nov 27 2016Nov 30 2016

Conference

Conference33rd International Conference of Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education, ASCILITE 2016
CountryAustralia
CityAdelaide
Period11/27/1611/30/16

Keywords

  • ARG
  • Augmented reality game
  • Educational technology
  • Pre-service teachers

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Media Technology
  • Education

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