An Augmented Reality Update of a Classic Game: “Where in the World is Carmen Sandiego?”, Case Study

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Abstract

37 years after its original launch, it is proposed a study comparing the Augmented Reality (AR) prototype of the game “Where in the World is Carmen Sandiego?” with this classic edutainment game. The main goal of the experiment is to determine if there is a significant difference between the 13th mission (last level) of the game, and it was done with a sample of 20 individuals aged between 5 and 7 years. The results could be a promising future for both, gaming and education areas. The author used 3 investigation tools to reach the answer: Perceived Understanding, Perceived Usability and a version of the PSSUQ (Post-Study System Usability Questionnaire). A big constraint for this study was the COVID-19 pandemic that the world is living at the time it was completed, however, the use of technology played a big role to make it possible.

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APA

Chabebe Rivera, A. M., Wu, W., & Xue, C. (2022). An Augmented Reality Update of a Classic Game: “Where in the World is Carmen Sandiego?”, Case Study. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 13334 LNCS, pp. 569–585). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-031-05637-6_37

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