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How learning in the classroom is changing and why Professor Chris Dede and his team are on a non-crusade to figure out how all of the pieces fit together.
Harvard, MIT, and U. of Wisconsin partner under the US Department of Education's Star Schools grant to test the effects of handheld computer augmented reality simulations in the k-12 classroom.
This page describes research work that is over 10 years old. While the general concepts still apply, there has been much progress beyond what is described here.
Abstract: Bjork, et al explore how computer games can be designed to maintain some of the social aspects of traditional game play, by moving computational game elements into the physical world. We have constructed a mobile multiplayer game, Pirates!, to illustrate how wireless and proximity-sensing technology can be integrated in the design
of new game experiences.
Benford, et al study a collaborative location-based game in which groups of ‘lions’ hunt together on a virtual savannah that is overlaid on an open playing field. The game implements a straight-forward approach to location-based triggering in which players must be in the same spatial locale in order to share information and act together.
from Ubiquitous computing in education: Invisible technology, visible impact.
Paper presented at the 2004 International Conference on Learning Sciences by Chris Dede, Brian Nelson, Diane Ketelhut, Jody Clarke and ? Bowman