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The Art of Tacit Learning in Serious Location-Based Games

Bibliographic Data

ID22166175
AuthorsJ Sheahan (0000-0001-8282-4094, RMIT University), Hugh Davies (0000-0003-3060-166X, RMIT University), L Hjorth (0000-0002-4793-3233, RMIT University)
Year2021
Volume6
Publication date2021-07-16
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueFrontiers in Education (JOURNAL)
Journal identifiersISSN: 2504-284X • E-ISSN: 2504-284X
PublisherFrontiers Media SA (PUBLISHER • CH)
DOI10.3389/feduc.2021.686633
OpenAlexW3186860765
LanguageEN
References cited26

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

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  • Behavioural Effects of Spatially Structured Scoring Systems in Location-Based Serious Games—A Case Study in the Context of OpenStreetMap

    Open Access•René Westerholt, Heinrich Lorei et al.•ISPRS International Journal of…•2020

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Citation velocityhistorical
Highly citedNo
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