ARIS: A Tool to Promote Language Learning Through AR Gaming

Authors

  • Bernadette Perry University of Victoria

DOI:

https://doi.org/10.1558/cj.36318

Keywords:

ARIS, Augmented Reality, authoring-tool, game-based learning

Abstract

Producer Details:ARIS/Field Day1025 West Johnson Street, Madison, Wisconsin 53706https://fielddaylab.wisc.eduTwitter: @fielddaylab

Author Biography

  • Bernadette Perry, University of Victoria
    Bernadette Perry is pursuing an interdisciplinary doctoral degree in Computer Science and French at the University of Victoria, Canada. Her research focuses on gamifying L2 learning.

References

ARIS datastudio (2018). Retrieved from https://datastudio.google.com/u/0/reporting/0B3XkHYR1Or_fMUJhTm8xdG9aOW8/page/7QAE

Bacca, J., Baldiris, S., Fabregat, R., & Graf, S. (2014). Augmented reality trends in education: A systematic review of research and applications. Journal of Educational Technology & Society, 17(4), 133–149.

Dunleavy, M., & Dede, C. (2014). Augmented reality teaching and learning. In D. H. Jonassen (Ed.), Handbook of research on educational communications and technology (pp. 735–745). New York: Springer.

Field Day. (2018). Retrieved from https://fielddaylab.wisc.edu

Gagnon, D. (2010). ARIS: An open source platform for developing mobile learning experiences (thesis). University of Wisconsin at Madison.

Holden, C. (2015). ARIS: Augmented reality for interactive storytelling. In C. Holden, S. Dikkers, J. Martin, B. Litts, et al. (Eds.), Mobile Media Learning: Innovation and Inspiration (pp. 68–83). Pittsburgh, PA: Carnegie Mellon University.

Holden, C., & Sykes, J. (2011). Leveraging mobile games for place-based language learning. International Journal of Game-Based Learning (IJGBL), 1(2), 1–18. https://doi.org/10.4018/ijgbl.2011040101

Klopfer, E., & Squire, K. (2008). Environmental detectives—the development of an augmented reality platform for environmental simulations. Educational Technology Research and Development, 56(2), 203–228. https://doi.org/10.1007/s11423-007-9037-6

Lantolf, J. & Thorne, S. (2006). Sociocultural theory and the genesis of second language development. Oxford: Oxford University Press.

Nelson, T. (2018). Paris Occupé Profs. Retrieved from https://sites.google.com/site/occupiedparisprofs/home

Perry, B. (2015a). Gamifying French language learning: A case study examining a quest-based, augmented reality mobile learning-tool. Procedia-Social and Behavioral Sciences, 174, 2308–2315.

Perry, B. (2015b). Effet de l’implémentation d’explorez, jeu basé sur la quête et la réalité augmentée, sur la motivation d’apprenants de français langue seconde (FL2): Une étude de cas. (Master’s thesis) Victoria, BC: University of Victoria.

Shea, A. M. (2014). Student perceptions of a mobile augmented reality game and willingness to communicate in Japanese. Malibu, CA: Pepperdine University.

Vygotsky, L. S. (1986). Thought and language (revised edition). Cambridge, MA: MIT Press.

Downloads

Published

2018-09-17

Issue

Section

Learning Technology Reviews

How to Cite

Perry, B. (2018). ARIS: A Tool to Promote Language Learning Through AR Gaming. CALICO Journal, 35(3), 333-342. https://doi.org/10.1558/cj.36318

Most read articles by the same author(s)

1 2 3 4 5 6 7 8 9 10 > >>