Accessibility AR Tower: Exploring the Architecture of Exclusion in an Augmented Reality Serious Board Game

Authors

  • Maria Trikali Democritus University of Thrace, Greece
  • Eleni Vaskali Democritus University of Thrace, Greece
  • Ioannis Kazanidis Democritus University of Thrace, Greece
  • Stylianos Mystakidis Democritus University of Thrace, Greece & University of Patras, Greece

DOI:

https://doi.org/10.56198/95cv5803

Keywords:

Accessibility, Augmented Reality, Inclusive Design, Architectural Education, Game-Based Learning, Serious Games, Board Games, Generative Artificial Intelligence

Abstract

Accessibility in the built, physical environment is often approached as a checklist of technical requirements rather than as a systemic design responsibility. This article presents the Accessibility Augmented Reality (AR) Tower, an educational intervention that uses augmented reality and game-based learning to help learners critically examine how individual architectural decisions collectively shape inclusion or exclusion. The intervention combines a physical block tower with AR content delivered through the ARtutor application, allowing learners to visualize the often-invisible consequences of design choices while encouraging reflective and ethical design thinking. The activity targets higher education learners in architecture and design-related fields and integrates generative artificial intelligence (genAI) tools during content development. The article presents the pedagogical approach, technological infrastructure, prototype implementation, instructional guidelines, benefits, limitations and reflections on the use of immersive technologies and genAI in architectural education.

Published

02-07-2026

How to Cite

Accessibility AR Tower: Exploring the Architecture of Exclusion in an Augmented Reality Serious Board Game. (2026). Immersive Learning Research - Practitioner, 1(1). https://doi.org/10.56198/95cv5803

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