Alternate reality game in education: A literature review

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    Abstract

    Using the Alternate Reality Game (ARG) game type to improve non-game products is more and more popular in the 21st century. However, as an important field of ARG implementation, the usage of ARG in education area is still at its early stage. This paper seeks to provide an overview of current research about the implementation of ARG in the educational field, as well as make a general conclusion of how ARG techniques can benefit the education context. The authors undertook a literature review that systematically examined the general development trend of educational ARG implementation from the perspectives of timeline and by field of education. By bringing together previously separate and disparate literature, this paper contributes to providing new understanding of this emergent area of gamification research. In the final section, we discuss our findings and propose some challenges to be faced in the future for gamificatiojn in general and for the AGR game type in particular.
    Original languageEnglish
    Title of host publicationAARE 2016 : Transforming educational research
    Subtitle of host publicationProceedings of the Conference for the Australian Association for Research in Education : Transforming Education Research
    EditorsMargaret Baguley
    PublisherAustralian Association for Research in Education
    Pages1-16
    Number of pages16
    Publication statusPublished - 2016
    EventInternational Conference of the Australian Association for Research in Education 2016 - Melbourne Cricket Ground Function Centre, Melbourne, Australia
    Duration: 27 Nov 20161 Dec 2016

    Conference

    ConferenceInternational Conference of the Australian Association for Research in Education 2016
    Abbreviated titleAARE 2016
    Country/TerritoryAustralia
    CityMelbourne
    Period27/11/161/12/16

    Keywords

    • Alternate Reality Game (ARG)
    • Educational ARG
    • Gamification

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