ct 18(16): e5

Research Article

Learning by playing: An LBG for the Fortification Gates of the Venetian walls of the city of Heraklion

Download1028 downloads
  • @ARTICLE{10.4108/eai.7-3-2019.156773,
        author={Kostas Vassilakis and Orestis Charalampakos and Georgios Glykokokalos and Persefoni Kontokalou and Michail Kalogiannakis and Nikolas Vidakis},
        title={Learning by playing: An LBG for the Fortification Gates of the Venetian walls of the city of Heraklion},
        journal={EAI Endorsed Transactions on Creative Technologies},
        volume={5},
        number={16},
        publisher={EAI},
        journal_a={CT},
        year={2018},
        month={7},
        keywords={Game-based learning (GBL), location based educational games, mobile learning, augmented reality (AR), digital storytelling, education outside the class, Global Positioning System (GPS)},
        doi={10.4108/eai.7-3-2019.156773}
    }
    
  • Kostas Vassilakis
    Orestis Charalampakos
    Georgios Glykokokalos
    Persefoni Kontokalou
    Michail Kalogiannakis
    Nikolas Vidakis
    Year: 2018
    Learning by playing: An LBG for the Fortification Gates of the Venetian walls of the city of Heraklion
    CT
    EAI
    DOI: 10.4108/eai.7-3-2019.156773
Kostas Vassilakis1, Orestis Charalampakos1, Georgios Glykokokalos1, Persefoni Kontokalou1, Michail Kalogiannakis1, Nikolas Vidakis1,*
  • 1: Dept. of Informatics Engineering, Technological Education Institution of Crete, Stauromenos, 71410, Heraklion, Greece
*Contact email: Nv@ie.teicrete.gr

Abstract

Games in education have always been a tool for increasing motivation and interest of learners. We present Location-Based Games (LBG) as a tool to involve and motivate students in the learning process. LBGs require the player to move around in order to complete a task and proceed in the storyline and use localization technology such as Global Positioning System (GPS). LBGs are built on physical worlds, while virtual world augmentations enable the interaction of physical and other related (cultural, historical etc.) data with the player. Augmented reality (AR) is used to provide this extra layer with 3D objects, avatars and animations for player’s interaction. In our paper we present a history learning LBG with the use of augmented reality in the form of 3D objects. We explore the concept, of having both virtual and physical worlds available within the same visual display environment.