

Titel | Escape the Fake: Development and Evaluation of an Augmented Reality Escape Room Game for Fighting Fake News |
Publication Type | Conference Paper |
Year of Publication | 2021 |
Authors | Paraschivoiu, I, Buchner, J, Praxmarer, R, Layer-Wagner, T |
Conference Name | CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play |
Publisher | ACM |
Abstract | Today's digital natives easily master new devices, but there is a greater need to provide them with a strong foundation of attitudes, skills and values to interpret the world around them. Moreover, in the context of remote schooling, providing students with opportunities to learn outside of the classroom and in an interactive manner is equally important. In this article, we address these issues by providing an account of Escape Fake, an augmented reality (AR) escape room game for educating young people about fake news. We show how such a game can be designed for playing at home, thereby providing interactive learning opportunities remotely. We discuss how to teach information literacy, by introducing the design process and gameplay of Escape Fake. In our evaluation with teenagers and young adults (n=49), we investigated the flow experience, attitude towards learning effectiveness and interest in learning with an AR escape game. Escape Fake was very well accepted by youth, who are willing to play the game in their free time. These results provide considerations for educators, researchers and designers who develop educational content by means of AR escape rooms. |
URL | https://dl.acm.org/doi/10.1145/3450337.3483454 |
DOI | 10.1145/3450337.3483454 |
Recent Publications
- Bildung in der digitalen Welt: (Wie) Kann digitale Kompetenz vermittelt werden?
- Suizidprävention bei Suchterkrankungen – Entwicklung, Implementierung und Evaluation von Fortbildungsund Vernetzungsmaßnahmen
- ‘Give and Take’ – higher education teachers using open educational resources
- Learning about Anne Frank in Virtual Reality: Investigating the Role of Cognitive Load
- Learning about Victims of Holocaust in Virtual Reality: The Main, Mediating and Moderating Effects of Technology, Instructional Method, Flow, Presence, and Prior Knowledge
- Editorial: Immersives Lehren und Lernen mit Augmented und Virtual Reality – Teil 2 Empirische Untersuchungen
- Invisible borders in educational technology research? A comparative analysis