Libquest: Using Augmented Reality to Engage Students in Their Learning

Alison Johnson, Liz Jolly, Denise Turner

Research output: Contribution to conferencePaper

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Abstract

The project initiated towards the end of 2013 and developed during 2014 – a collaboration between the Library and the School of Computing – set out to design an interactive user guide for university students that incorporates the design principles of augmented reality and gamification. Gamification has been used to some success in HE libraries in the UK, e.g. the Lemon Tree project at Huddersfield and the Teesside project builds on that evidence base and experience; but also brings into play augmented reality tools to develop a truly interactive and immersive experience. If we could get library users engaged from the outset there is more opportunity to influence their learning over the duration of their academic career with us.
Original languageEnglish
Publication statusPublished - 2015
EventFestival of Learning 2015 - Teesside University, Middlesbrough, United Kingdom
Duration: 16 Mar 201519 Mar 2015

Conference

ConferenceFestival of Learning 2015
CountryUnited Kingdom
CityMiddlesbrough
Period16/03/1519/03/15

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    Johnson, A., Jolly, L., & Turner, D. (2015). Libquest: Using Augmented Reality to Engage Students in Their Learning. Paper presented at Festival of Learning 2015, Middlesbrough, United Kingdom.