TY - GEN
T1 - Location based games as the bridge between capstone students, junior students and the public
AU - Greeff, Jacob J.
AU - Heymann, Reolyn
AU - Nel, Andre
AU - Carroll, Johnson
N1 - Publisher Copyright:
© 2018 IEEE.
PY - 2018/5/23
Y1 - 2018/5/23
N2 - This paper reviews recent attempts by researchers at the University of Johannesburg (UJ) to increase the level of interaction between students, faculty and industry stakeholders by creating an alternate reality game (ARG) which is run during student presentations of Electrical Engineering capstone project work. The paper introduces the context, followed by a justification from current literature, the approach followed and finally a summary of the outcomes obtained by the project. Inspiration is taken from the work done by McGonigal and the MAGELLAN consortium on creating ARGs within an educational context. The Jen ratio is used as a measure of the social well-being of the space the game is played in and interactions between different players are used as the main gauge of success. Results from the first successful implementation of the game are presented and discussed. It is hoped that this study will inspire other educators in similar situations to consider playful design when interacting with large numbers of people inside and outside of the classroom.
AB - This paper reviews recent attempts by researchers at the University of Johannesburg (UJ) to increase the level of interaction between students, faculty and industry stakeholders by creating an alternate reality game (ARG) which is run during student presentations of Electrical Engineering capstone project work. The paper introduces the context, followed by a justification from current literature, the approach followed and finally a summary of the outcomes obtained by the project. Inspiration is taken from the work done by McGonigal and the MAGELLAN consortium on creating ARGs within an educational context. The Jen ratio is used as a measure of the social well-being of the space the game is played in and interactions between different players are used as the main gauge of success. Results from the first successful implementation of the game are presented and discussed. It is hoped that this study will inspire other educators in similar situations to consider playful design when interacting with large numbers of people inside and outside of the classroom.
UR - http://www.scopus.com/inward/record.url?scp=85048086523&partnerID=8YFLogxK
U2 - 10.1109/EDUCON.2018.8363277
DO - 10.1109/EDUCON.2018.8363277
M3 - Conference contribution
AN - SCOPUS:85048086523
T3 - IEEE Global Engineering Education Conference, EDUCON
SP - 538
EP - 546
BT - Proceedings of 2018 IEEE Global Engineering Education Conference
PB - IEEE Computer Society
T2 - 2018 IEEE Global Engineering Education Conference - Emerging Trends and Challenges of Engineering Education, EDUCON 2018
Y2 - 17 April 2018 through 20 April 2018
ER -