Using the Uno card game as a Measurable Learning Task in a Collaborative Augmented and Mixed Reality Learning Space

Authors

  • Ahmed ALZAHRANI School of Computer Science and Electronic Engineering, University of Essex, UK
  • Michael GARDNER School of Computer Science and Electronic Engineering, University of Essex, UK
  • Vic CALLAGHAN School of Computer Science and Electronic Engineering, University of Essex, UK

DOI:

https://doi.org/10.56198/h5d47t93

Keywords:

Learning effectiveness, Mixed reality, Smart classrooms, Augmented reality, Learners progress, Cards game

Abstract

We are currently building a mixed-reality collaborative learning space as part of our smart classroom at the University of Essex. A key challenge of this work will be in measuring the effectiveness of the learning and collaboration that takes place within this environment. We particularly need to establish the affordances of these technologies and determine the benefits of this environment for a group of learners when they work together. We also hope to create an environment where the group members can also learn from each other when taking part in synchronous tasks. Referring to our separate paper presented at this conference, we have introduced our MiRTLE+ test-bed, which enables a group of 4 learners with different levels of expertise (two novices and two experts) to collaborate on the same task at the same time. For the purposes of this study, the learning task was chosen to be a commonly used card game called Uno. In this scenario the players will work in pairs with the intention that the novice player can learn the game and associated playing strategies by observing their partners game play. The novice will also learn the game rules by communicating with their team member (expert). In addition to learning the basic rules of the game (e.g. use of numbers, colours, and signs) they will also learn different playing strategies such as when to play and which card to use. The smart classroom environment will support this interaction by using a range of augmented and mixed reality collaboration tools. This will form the basis for quantitative and qualitative evaluation studies that will aim to measure the learning effectiveness of the mixed-reality environment. This poster will provide a more detailed description of the MiRTLE+ environment being built, the Uno card game scenario and the evaluation approach that will be used.

Published

15-09-2025

How to Cite

Using the Uno card game as a Measurable Learning Task in a Collaborative Augmented and Mixed Reality Learning Space. (2025). Immersive Learning Research - Academic, 1(2), 45. https://doi.org/10.56198/h5d47t93

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