Engaging educators in the ideation of scenarios for cross-reality game-based learning experiences Articles
Overview
published in
publication date
- August 2022
start page
- 1
end page
- 23
Digital Object Identifier (DOI)
full text
International Standard Serial Number (ISSN)
- 1380-7501
Electronic International Standard Serial Number (EISSN)
- 1573-7721
abstract
- Cross-reality media technology creates alternate reality experiences in which the physical and the virtual world are interconnected and influence each other through a network of sensors and actuators. Despite technological advances, the landscape of cross-reality technology as an enabler of alternate reality educational experiences has not been explored yet. The technical expertise required to set up and program such mixed environments is too high to engage the problem owners (i.e. educational experts) in the design process and, hence, user-driven innovation remains challenging. In this paper we explore the co-creation of cross-reality experiences for educational games. We created a no-programming toolkit that provides a visual language and interface abstractions to quickly build prototypes of cross-reality interactions. The toolkit supports experience prototyping and allows designers to coproduce, with educational experts, meaningful scenarios while they create, try out and reconfigure their prototypes. We report on a workshop with 36 educators where the toolkit was used to ideate cross-reality games for education. We discuss use cases of game-based learning applications developed by the participants that follow different pedagogical strategies and combine different physical and virtual spaces and times. We outline implications for the design of cross-reality interactions in educational settings that trigger further research and technological developments.
Classification
subjects
- Computer Science
keywords
- cross-reality; digital game based learning; prototyping