Communal Spaces as Ludic Resources of Learning with Augmented Reality and Board Games

Authors

  • Kenneth Y T Lim National Institute of Education Nanyang Technological University Singapore
  • Yuk Yi Wong St Joseph’s Institution Singapore
  • Ahmed Hazyl Hilmy National Institute of Education Nanyang Technological University Singapore

DOI:

https://doi.org/10.56198/sw9j8232

Keywords:

board game, augmented reality, 360-degree photo, outdoor learning, informal learning

Abstract

This paper describes a learning activity using Augmented Reality (AR) which seeks to take advantage of the potential for learning about history and culture through exploration. This is represented by a garden in a university campus that affords visitors a scaffolded experience comprising a game-driven narrative in which visitors to the garden may assume the roles of different protagonists. In addition, we also sought to design a paper-based board-game for visitors who are not yet able to visit the garden in person. Both aspects of the learning activity – namely, the game-driven narratives in the actual garden as well as in the board-game equivalent – were piloted in December 2020. The study suggests that a combination of Augmented Reality, storyline and role-play could increase the probability of encounters with spontaneous elements in learners’ local environments that encourage learning.

Published

19-07-2025

How to Cite

Communal Spaces as Ludic Resources of Learning with Augmented Reality and Board Games. (2025). Immersive Learning Research - Academic, 1(1), 51-55. https://doi.org/10.56198/sw9j8232

Similar Articles

1-10 of 560

You may also start an advanced similarity search for this article.