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The ScavengAR Hunt: An Augmented Reality Teacher Training Case Study Using Mobile Devices

The ScavengAR Hunt: An Augmented Reality Teacher Training Case Study Using Mobile Devices
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Author(s): Daniel Watanabe (Olympic College, USA)
Copyright: 2020
Pages: 23
Source title: Mobile Devices in Education: Breakthroughs in Research and Practice
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-7998-1757-4.ch057

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Abstract

This chapter explains the design and execution of a pre-service teacher training case study using Augmented Reality (AR), Quick Response (QR) codes, and social media mobile applications installed on iPads. The ScavengAR Hunt activity centered on a story narrative inspired by works of fine art using trigger images from the AR mobile application ARART® and incorporated elements of the board game Clue®. Pre-service teachers in the study were divided into groups of 4-6 and assigned specific, individual roles related to a mobile application used in the ScavengAR Hunt, and completed specific tasks while exploring the campus of a midwestern university. The research monitored the groups in real-time through reports submitted on Twitter and responses from QR code scans. The ScavengAR Hunt served as a model for designing a mobile learning activity incorporating multiple mobile applications.

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