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MOBILE AUGMENTED REALITY GAMES AS AN ENGAGING TOOL FOR CULTURAL HERITAGE DISSEMINATION: A CASE STUDY

By May 22, 2018June 24th, 2020Vol. 4.2

By Theodora Ekonomou, Spyros Vosinakis

ABSTRACT
In recent years, plenty of novel educational tools using mobile augmented reality (mobile AR) have been
developed, altering the way students interact with a cultural heritage environment. Nevertheless, the
relevant literature still lacks studies exploring the usability, effectiveness and acceptance of the technology
by users, and there is still need for in-depth research to better understand the way students interact with
mobile AR interfaces in this context. This study explores the use of mobile-AR technology in an open-air
archaeological site and the results of this study are aimed at increasing the current literature on the digital
encahcement of open spaces of cultural interest. This study also seeks to provide cultural heritage
administrators and teachers with some key elements and factors that should be taken into account when
deciding on the methods used to guide students to archaeological sites to develop new and more effective
digital approach strategies. The paper describes the design, development and evaluation of the pilot
application “Oracle of Delphi app”, an educational augmented reality application for the Delphi outdoor
archaeological site. It is a location-aware portable game aimed at secondary school students and aims to
involve them in a playful exploration of the area through which they will learn about the most important
monuments of the sacred site of Delphi and discover their history. This study is the only attempt so far to
create an educational game using mobileAR for a guided tour of the archaeological site of Delphi which is
then tested and evaluated by the students.

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