The Art of Tacit Learning in Serious Location-Based Games
Dados Bibliográficos
| ID | 22166175 |
|---|---|
| Autores | J Sheahan (0000-0001-8282-4094, RMIT University), Hugh Davies (0000-0003-3060-166X, RMIT University), L Hjorth (0000-0002-4793-3233, RMIT University) |
| Ano | 2021 |
| Volume | 6 |
| Data de publicação | 2021-07-16 |
| Peer Reviewed | Sim |
| Open Access | Sim |
| Tipo | ARTICLE |
| Periódico | Frontiers in Education (JOURNAL) |
| Identificadores do periódico | ISSN: 2504-284X • E-ISSN: 2504-284X |
| Editora | Frontiers Media SA (PUBLISHER • CH) |
| DOI | 10.3389/feduc.2021.686633 |
| OpenAlex | W3186860765 |
| Idioma | EN |
| Referências citadas | 26 |
Over the past two decades, location-based games have moved from media art fringes to the mass cultural mainstream. Through their locative affordances, these game types enable practices of wayfaring and placemaking, with the capacity to deliver powerful tacit knowledge. These affordances suggest the potential for the development of location-based games in educational contexts. This paper presents three cases studies— TIMeR and Wayfinder Live and Pet Playing for Placemaking —to illustrate how each uses elements of wayfaring and placemaking to bring new opportunities for education through a tacit knowledge approach
Affordance · Art · Human–computer interaction · Knowledge management · Mainstream · Placemaking · Political science · Tacit knowledge · Visual arts · Augmented Reality Applications · Computer Science · Educational Games and Gamification · Museums and Cultural Heritage · Architecture
Locative media
Behavioural Effects of Spatially Structured Scoring Systems in Location-Based Serious Games—A Case Study in the Context of OpenStreetMap
Did location-based games motivate players to socialize during Covid-19
Understanding Games and Game Cultures
Location-Based Gaming
Gaming in Social, Locative, and Mobile Media
Afraid to roam
Pokémon GO
Placemaking as Unmaking
The Right to the City
New visualities and the digital wayfarer
Learning cultural heritage by serious games
A Pragmatist Theory of Social Mechanisms
| Velocidade de citação | historical |
|---|---|
| Altamente citado | Não |