<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Heidelberg, Germany, Online, September</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Location-based Apps in Environmental Engineering Higher Education</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>A Case Study in Technical Infrastructure Planning</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Bauhaus-Universität Weimar, Bauhaus-Institute for Infrastructure Solutions (b.is)</institution>
          ,
          <addr-line>Coudraystr. 7, 99423 Weimar</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>15</volume>
      <issue>2020</issue>
      <abstract>
        <p>For education of environmental engineers, on-site experience of planning scenarios is considered to be beneficial. In recent years, location-based apps - i.e. mobile apps that provide information and allow interactions specific to the current location - have emerged as learning tools. The study investigates a site inspection scenario using a location-based app for students of a bachelor study program in environmental engineering. The gamified, digital scavenger hunt app is applied during a lecture in a group setting. The site inspection is complemented by a briefing and a debriefing phase and requires the preparation of a protocol during the site inspection. Methodologically, the field study uses a feedback questionnaire (N=16), observations, protocols and guided interviews with students (N=3) to determine motivation, attitudes and learning-related findings. The results indicate high motivation of the students and their positive attitudes towards the site inspection. All in all, the approach presented is to be seen as promising for conveying on-site experiences in technical infrastructure planning and related technical domains as it may easily be integrated into lectures due to low efforts required.</p>
      </abstract>
      <kwd-group>
        <kwd>augmented reality</kwd>
        <kwd>location-based app</kwd>
        <kwd>higher education</kwd>
        <kwd>field trip</kwd>
        <kwd>site inspection</kwd>
        <kwd>educational location-based app</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Location-based apps are installed on mobile devices and exploit the current position
of the mobile device to present location-based information, often through exploitation
of augmented reality (AR) technologies. In general, location-based apps feature
characteristics predestining them as learning tools: Location-based apps support
problembased learning by enriching real objects with additional information. Further,
Location-based apps meet the contiguity principle by presenting information and the object
close together [1]. Additionally, location-based apps enable learning in groups using
real objects [2] and self-directed learning [3] by allowing learners to choose the time
and subject of the learning activity [4]. Accordingly, Zydney and Warner have
identified in their literature review the following main didactical foundations for mobile
apps constituting a superset of location-based apps: situated learning, inquiry-based
learning, sociocultural theory scaffolding, community of practice and seamless
learning [5]. However, although location-based apps were included in the literature review,
no case study of a location-based apps within higher education could be identified by
Zydney and Warner [5]. Accordingly, case studies describing location-based apps for
educational purposes in higher education are rare.</p>
      <p>Against this background, the case study following is embedded in the context of
higher education. The article is organized as follows. In the next section the
theoretical background is presented, section 3 describes the rationale and the goals of the
study, while the scenario design is outlined in section 4 describes the scenario design.
The methodology employed is designed in section 5. Further, in section 6, the
findings of the study are presented. Section 7 comprises the conclusions and in the final
section 8 limitations and their implications for research and practice are outlined.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Theoretical background</title>
      <p>In the theoretical background of the study, the term educational location-based apps
(ELA) is used to summarize apps that are used on mobile devices and display
location-based information for educational purposes, possibly using AR technologies and
game mechanics. The following characterization of ELAs is given along four
categories: location-based content, didactics, AR and app genre.</p>
      <p>Location-based content. Location-based content refers to locations and objects in
the real world. Although ELAs function for objects having variable positions (for
example, plants in a botanical garden [6]), ELAs are in particular advantageous for
disciplines with absolute location references, such as environmental engineering, civil
engineering or architecture. Also, urban planning is a discipline mostly using absolute
location references, as ELAs might support the creation of consensus among different
stakeholder groups [7]. For the content provision itself, authoring tools allowing the
content to be created without programming skills are beneficial. Authoring tools have
been available for a considerable time: For instance, ARIS [8] is an example of an
open source authoring tool for creating educational applications, such as narratives or
serious games. PlayVisit [9] represents authoring tools supporting digital scavenger
hunts. Further authoring tools are part of an overview of development platforms for
mobile AR games compiled in [10].</p>
      <p>Didactics. Supporting the goal of learning requires designing ELAs and didactic
scenarios to be based on learning principles. Georgiou and Kyza report high
motivation being a predictor of high immersion while using an ELA, and immersion in turn
being positively correlated with learning outcomes [11]. In a further study, Kyza and
Georgiou show real-world materiality significant impacting the design of didactic
scenarios for ELAs, e.g., some locations are susceptible to distractions detrimental to
learning. In their review of educational AR applications [12], Wen and Looi also
survey the theoretical foundations of AR-based learning scenarios [13]. Among their
findings is the Cognitive Theory of Multimedia Learning [14], and the concept of
situated cognition, which implies learning being bound to concrete contexts [15].
Furthermore, frameworks exist for designing ELAs and designing didactic scenarios
for the application of ELAs, such as the PGDF Framework [16]. Additionally, design
guidelines for generating motivation and avoiding disturbance factors are provided
[17]. Zimmermann and Land suggest guidance on overarching objectives for the
design of ELAs including objectives, such as promotion of domain-related
communication, strengthening of domain-related observations of the respective location, and
broadening of perspective by introducing new location-related knowledge [18].
Suárez et al. describe a framework for inquiry-based learning regarding mobile apps
to be considered for designing location-based apps with the goal of fostering agency
among learners [19].</p>
      <p>
        Augmented Reality. Forming a definition, the presentation of location-based
information on a mobile device itself may be considered as AR, even if typical AR
technologies, such as video-see-through are not employed. For example, Ingress [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]
is considered an AR game, although Ingress does not support video-see-through AR.
AR as an inherent trait of ELAs is considered contributing to improving learning
outcomes regarding a variety of aspects. For example, Khan et al. present a study
highlighting an ELA increasing motivation [21], an effect that is observable for AR-based
applications in general, as meta studies show, e.g., [22, 23]. Further benefits of AR in
learning – mentioned by the meta studies – include positive attitudes of students,
creation of opportunities for interactions and visualization of nonvisible concepts. White
and Feiner demonstrate an example of contextual additional information when
visualizing local pollutant concentrations in the air [
        <xref ref-type="bibr" rid="ref28">24</xref>
        ].
      </p>
      <p>App genre. ELAs may be categorized into different genres. For example, Wikitude
[25] is a browser displaying additional information for the immediate environment.
Walker et al. introduce the popular AR game Pokémon GO as ELA [4]. Hence,
Pombo et al. present a geocaching game-like ELA [26]. As strengths, these ELAs show
characteristics of games such as immediate feedback and interactions among learners.
Also gamification, i.e. the application of game elements such as points and badges
[27], is often applied for increasing motivation of learners. The app PlayVisit used in
this study is an example of a gamification-featured app.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Rationale and research goals</title>
      <p>In this article the use of a scavenger hunt app for performing site inspections as
learning activities in the course Urban Water Management of the bachelor study program
Environmental Engineering at Bauhaus-Universität Weimar, Weimar, Germany is
examined. In a pre-study [28], students were guided to urban water
managementrelevant locations and touristic locations in the city of Weimar at the beginning of the
semester. The study results were encouraging: Creating the content did not require
much effort. Further, the engagement of the students, who accepted the site inspection
as an appreciated change of their daily learning routine, was consistently high. The
blending of technical points of interest (POIs), such as stormwater outlets, with tourist
POIs, such as the municipal theatre, was also positively received. The setting of the
pre-study focused on a playful introduction of the students to each other and to
introduce the students to the city and to visit the most important technical POIs. In
contrast, this study's goal is the concrete transfer of knowledge, as it was accomplished in
the original learning scenario as lecturer-guided site inspection, which showed some
shortcomings, such as lack of students' attention and poor acoustic understandability
of the lecturer's explanations. Thus, using a design-based research approach based on
the experiences of the pre-study, modifications in the study design comprise the
technical topic – this learning scenario is about planning of water infrastructure –, the
declaration as a formal learning scenario, a smaller area to be visited and the
evaluation of learning outcomes. The main research question of this qualitative study is
determining if the learning scenario might substitute a lecturer-guided site inspection
of the same area – also given the demanding target group of students in higher
education.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Learning scenario</title>
      <p>This section describes the learning scenario studied. First, the base learning scenario
including a lecturer-led site inspection is presented. Thereafter, the learning scenario
under investigation is outlined.
4.1</p>
      <sec id="sec-4-1">
        <title>Original learning scenario</title>
        <p>Urban water management addresses the design and operation of water-related
technical infrastructure, aiming at – amongst others – wastewater drainage, water supply
or stormwater management. Within the bachelor's study program in Environmental
Engineering, the course in Urban Water Management is compulsory for all students
in the fifth semester. Infrastructure-related urban land use planning is the subject of
one double lecture in the course. The lecture contains a site inspection of a nearby
housing estate of about 40 single-family houses, which has been built on a former
barracks site of the Russian army in East Germany at the turn of the millennium. An
ensemble structure ambitiously designed in terms of urban land use planning contrasts
with the sometimes flawed details of the implementation [29]. All in all, both the
innovative planning and the planning mistakes are well suited to provide students
with hands-on knowledge about urban land use planning.</p>
        <p>The schedule of the learning scenario (Fig. 1) is divided into 4 phases:
 Briefing: The lecturer presents the principles and challenges of urban land
use planning including planning of technical infrastructure in form of a
lecture.
 Site inspection: The previously imparted knowledge is deepened by a site
inspection guided by the lecturer, which also addresses planning mistakes such
as insufficient curve radii, e.g. for waste collection vehicles, but in particular
includes infrastructure facilitating water supply and wastewater drainage,
such as fire water tanks and sewers.
 Planning: Following the site inspection, the hypothetical planning of the
wastewater drainage infrastructure of the housing estate area is carried out in
small groups using paper-based maps of the housing estate area, i.e. the
layout and size of sewers must be planned. The planning is hypothetical, since a
wastewater drainage infrastructure system already exists for the housing
estate, but sewer design rules changed since then. And, there is always the
chance to discuss improvements. Furthermore, the students may practice to
what extent they were able to capture the local conditions during the site
inspection.
 Debriefing: The planning suggestions of all groups are presented and
commented on by the lecturer in the class room. Special attention is paid to the
fact that the basics of wastewater drainage, for example the use of gravity to
save pumping energy, have been considered.</p>
        <p>The basic learning scenario already stood out from common learning activities due
to the practical approach of site inspection and planning. For the lecturer-led site
inspection, the lecturer observed that not all students could be reached equally.
Commonly, there was a group of students who gathered around the lecturer and listened.
Other smaller groups followed at a distance sometimes discussing the observations
among themselves. Further students, however, simply followed the site inspection
apparently not being very involved. Thus, an app-guided tour in groups is intended to
increase the participation of all students.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>App, learning content and didactic design of the site inspection</title>
        <p>The app PlayVisit [9] – used in this study – is browser-based and thereby generally
independent of the mobile device’s operating system. The app is based on so-called
virtual tours, which consist of several points of interest (POIs) [30]. A gamification
layer is integrated into the app, for example by means of points for questions correctly
answered or by means of virtual objects rewarding the visit of specific POIs. Virtual
tours and POIs are to be administered via a web-based authoring tool. Virtual tours
define a sequence of POIs included (Fig. 2). In addition, virtual tour attributes, such
as the maximum time allowed, are defined.</p>
        <p>If the mobile device falls below a so-called trigger distance within the site
inspection, the POI is considered to be reached and information regarding the POI is
displayed. After the user has acknowledged this information, a multiple choice question
appears. Having selected an answer, a general feedback text appears showing the
number of points achieved.</p>
        <p>The virtual tour has been defined by a research assistant who had participated in
the site inspection the year before and has been refined according to feedback of the
lecturer. Ten POIs were included in the virtual tour. As a rule of thumb, 50% was
added to the time used by the research assistant familiar with the virtual tour to obtain
the maximum time allowed (60 minutes). In addition, two POIs exhibiting historical
locations were included in the virtual tour.</p>
        <p>The didactic design includes the task of manual keeping a paper-based protocol,
documenting information about each POI, such as name, key information and
remarks. The protocol is intended to encourage students’ reflection on the POIs.
Furthermore, the site inspection is to be done group-wise using one mobile device jointly.
On the one hand, groups may increase engagement, on the other hand, communication
within the groups may create discourses fostering learning. Groups of three students
include three roles: the app operator is in charge of the mobile device, the knowledge
manager records the protocol and the environment observer compares information
provided by the app with the environment and takes care of traffic safety. The groups
are sent out of the class room and are instructed to meet again in the class room before
the maximum time allowed has elapsed. Preventing all groups from carrying out the
site inspection together forming one large group and thereby reducing the engagement
of many students, different routes connecting the POIs have been created.
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Methodology</title>
      <p>The main objective of this explorative pilot study is evaluating to what extent an
app-guided site inspection can replace the lecture-guided site inspection conducted so
far. Methodologically, various approaches of data collection are followed. A
questionnaire completed after the site inspection is used for collecting quantitative data,
regarding students' motivation, attitude and learning outcomes. Qualitatively, the
learning scenario is observed by two experts, guided interviews are conducted with
three students and the protocols recorded by students are evaluated. Further, a
paperbased protocol form is filled out by each group during the site inspection. By
answering multiple-choice questions via the app, the level of knowledge is also measured
through the number of points achieved during the site inspection. A total of 16 (7
male, 9 female, average age 22.9 years) students participated in the study and
performed the site inspection in a total of 6 groups.
6
6.1</p>
    </sec>
    <sec id="sec-6">
      <title>Data analysis and findings</title>
      <sec id="sec-6-1">
        <title>Site inspection duration and protocol</title>
        <p>All groups returned to the class room within the maximum time allowed, on average,
the groups came back after 49 minutes (41 - 58 minutes) and thus had more than 10
minutes left. For each POI, the students were expected to record information about
names, key information and remarks. In total, 84% of the information was recorded at
least using keywords. However, there was a tendency of declining commitment:
While 89% of the information was given for the first 5 POIs, only 80% was given for
the last 5 POIs. The multiple choice questions to be solved during the site inspection
were answered to 80 % correctly by the groups.</p>
        <p>In three of the groups there were little or no changes in roles, in the other three
groups the roles were distributed relatively evenly, so that each student could take
each role once. Factors for the decision whether a role change was carried out were on
the one hand the desire to experience different roles and on the other hand the need of
students not giving their own mobile device to others.
6.2</p>
      </sec>
      <sec id="sec-6-2">
        <title>Questionnaire</title>
        <p>Students’ perception. First, students were asked to agree to various statements on a
7-point Likert scale. The pre-study had collected the same data (Fig. 3). The highest
agreement (6.4) was reached for statement “a - The site inspection was fun”.
Accordingly, statement “h - The site inspection was boring” (1.7) and statement “g - The site
inspection felt like work” (2.1) were rejected. Statement b attributed the site
inspection as informative (5.8), just as statement c confirmed the app being appropriate for
the site inspection (5.5). Similarly high was the agreement with statement “d - The site
inspection was a pleasant mixture of professional and entertainment POIs” (5.4) and
with the statement “e - The professional POIs were interesting”. The high variance of
agreement with the statement “f - I prefer site inspections guided by lecturers"
suggests different learner profiles among students: some students prefer guided site
inspections, while other students may work well with an app-guided site inspection. The
rejection of the statement “i - The tasks of the site inspection were demanding" (1.4) is
analyzed further in the following section about motivation.
Motivation. Motivation has been measured using the Questionnaire on Current
Motivation in Learning Situations (QCM) [31]. The evaluation (Fig. 4) of the subscales
reveals accentuated values. Having a value of 1.7 (using a 7-point Likert), the
subscale Anxiety can be regarded as low. Despite the concrete learning situation, the
students felt little timidity about not being able to master the challenges. Accordingly,
the value of the subscale Probability of Success (6.0) as well as the value of the
subscale Interest (5.8) can be considered excellent. Although the course is a compulsory
in the Environmental Engineering study program, all students showed great interest in
the concrete learning activity. The only mediocre score for the subscale Challenge
(3.7) confirmed the students' statements made in the previous section and may
indicate the task difficulty being too low. In summary, the values measured for all
subscales can be considered as very conducive to learning.
Learning. Furthermore, in a question allowing multiple selections, students are asked
to what extent the site inspection contributed to learning outcomes (Table 1). No one
denied that the app and the learning scenario may be helpful in conveying new
knowledge (D). The decent level of prior knowledge is expressed in Statement “A –
No, I already knew most of it” having an approval of 25 %. The historical stations (B)
received greater approval (56 %) than the technical stations (C, 44 %). The
comparatively low approval of the groups as a place of professional discourse (E, 8 %) needs
to be investigated more closely.</p>
        <p>C - Yes, especially the professional stations have provided me with new knowledge.
D - No, this was not possible with the app and in the group.</p>
        <p>E - Yes, especially in the group there were insightful discussions.</p>
        <p>Freq.</p>
        <p>25 %
56 %
44 %
0 %
8 %
Post-test. The questionnaire contained five multiple choice questions based on the
questions being answered during the site inspection using the app. 99 % of the
answers to these questions were correct in the post-test. This excellent result may have
several reasons: First, the prior knowledge is to be regarded as quite good. The prior
knowledge was imparted in the lectures of the course and trained using mandatory,
course-accompanying multiple-choice tests [28]. Further, the learning experiences of
the site inspection may also be fruitful. An ex-post ad-hoc study querying eight
persons from the authors’ social network being experts in other fields, two of whom had
a doctorate, four had a bachelor's degree and two had completed vocational training,
revealed only 45 % correct answers to the questions asked. With 33 % as the lower
limit for random answers to the questions (each question had 3 answer options), the
questions are not to be seen as being solvable by common sense alone. Relevant to
further investigations may be also the increase in knowledge achieved: while 80 % of
the questions were answered correctly in groups during the site inspection, 99 % were
answered correctly by students individually.
6.3</p>
      </sec>
      <sec id="sec-6-3">
        <title>Qualitative feedback</title>
        <p>Qualitative feedback comprises interviews with three selected participants,
comments from the questionnaire and observations. The results have been clustered into
the following categories:</p>
        <p>Technology. Although network coverage in the housing estate inspected was
reasonable, about one third of the groups mentioned problems with GPS positioning,
such as a delayed or inaccurate GPS signal or non-activated GPS tracking services on
the mobile device. In one case, the virtual tour had to be activated again by entering
the starting link. It was also noted that the screens of mobile phones – for example, an
iPhone SE was used – were too small, especially if all members of the group were to
look at the screen. Small screens require the group to be physically close together
capturing the information well, which is done only reluctantly by some of the
students.</p>
        <p>App. The browser-based app itself was also the subject of comments. For example,
the app's property of showing the distance to the next POI but not the direction to the
next POI, was addressed and a direction-based navigation was requested.
Furthermore, rotation of the map should be enabled. Also, the functionality to skip POIs that
could not be found, was missed.</p>
        <p>Attitude. The atmosphere in the groups was described as open-minded and tense.
The activity was partly described as a fun game. The need to actively participate was
highlighted as an advantage compared to guided tours. Competition between the
groups was not very prominent; instead, communication took place between the
groups. According to the measurement that the groups returned to the class room on
average 10 minutes ahead of time, it was also stated not having time stress - although
the observation showed that the groups walked purposefully not losing time from POI
to POI. However, technical shortcomings - as described above - were mentioned as
stress promoting.</p>
        <p>Domain. It was explicitly recommended that virtual field trips might be offered for
further study courses, such as architecture.</p>
        <p>Didactics. A remark that not new knowledge was acquired, but existing knowledge
was consolidated, seems interesting. The fun of experimenting using the app was
complimented. However, the buildings or objects of POIs could not be always easily
identified. Further, the paper-based protocol to be written was not considered a media
break. Instead, the protocol was considered a common characteristic of scavenger
hunts. Nevertheless, a further tablet was suggested for recording the protocol. The
protocol led to pausing and reflection and was confirmed as a control instrument,
although it was perceived in parts as annoying.</p>
        <p>Further findings include that the planning results of the phase following were
evaluated positively without exception by lecturers and observers, i.e. the site inspection
provided a profound foundation. Remarkable is also the repeated positive mention of
the app-guided site inspection in the official evaluation of the university (three of the
seven free text assessments).
7</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Conclusions</title>
      <p>Mobile location-based apps offer a range of features that enable their successful use
as learning tools. However, experiences using mobile location-based apps in higher
education are rare. Thus, subject of the explorative study presented was an app-guided
site inspection in a formal learning scenario of environmental engineering higher
education. It could be shown that the app-guided site inspection was well received by
the students and led to high motivation among the students. Thus, the app-guided site
inspection can be considered a promising learning activity and a viable alternative to
lecturer-led site inspections even in higher education, not at least because of the low
technical and organizational efforts required.
8</p>
    </sec>
    <sec id="sec-8">
      <title>Limitations and future research</title>
      <p>Overall, the results of the study can be described as very promising. Due to low
preparation efforts, integration of app-guided site inspections might become common. The
feasibility of a Bring-Your-Own-Device-approach was confirmed. However, a few
limitations and challenges have to be mentioned. First of all, it should be noted that an
app-guided site inspection is bound to specific disciplines. Also noteworthy is the
vulnerability to weather conditions. Further work is still needed on the technical
problems, such as delayed positioning, which have caused irritation among students. A
prerequisite for the application is sufficient mobile network coverage. One option to
counteract technical problems is using the institute's own tablets, for which
standardized conditions may be ensured and which would provide larger screens being more
appropriate for group work. However, the costs for provision and maintenance of
tablets would have to be borne again. Another cost factor is the licensing costs for the
app not being applicable in this study because the app is currently free for small user
groups. The legal framework of insurances for students during the learning activity
still needs to be clarified.</p>
      <p>Although the small number of participants led to no representative results, the
positive impression of the pre-study was confirmed. The learning effectiveness of the
described scenario was not examined, there were only indications of a good
knowledge level of the participants.</p>
      <p>Further studies will also have to clarify in how far the excellent values for
motivation have to be attributed to the novelty effect. Additionally, in further studies it will
be particularly important to validate the learning effectiveness and to investigate the
influences of different characteristics of the learning scenario, for example the
keeping of protocols, the screen size of the mobile devices or the entanglement of
professional and entertainment POIs. The influence of learning prerequisites, such as prior
knowledge of students, on learning outcomes further needs to be investigated.
9</p>
    </sec>
    <sec id="sec-9">
      <title>Acknowledgements</title>
      <p>The authors would like to acknowledge the financial support of the German
Federal Ministry of Education and Research (BMBF) through grant FKZ 16DHB2131. Any
opinions, findings, conclusions, or recommendations expressed in this paper are those
of the authors and do not necessarily reflect the views of the institution mentioned
above.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          <string-name>
            <surname>Mayer</surname>
            ,
            <given-names>R.E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fiorella</surname>
          </string-name>
          , L.:
          <article-title>12 Principles for Reducing Extraneous Processing in Multimedia Learning: Coherence, Signaling, Redundancy, Spatial Contiguity, and Temporal Contiguity Principles</article-title>
          .
          <source>In: The Cambridge Handbook of Multimedia Learning</source>
          . pp.
          <fpage>279</fpage>
          -
          <lpage>315</lpage>
          . Cambridge University Press (
          <year>2014</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          Cambridge University Press (
          <year>1991</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          <string-name>
            <given-names>Adult</given-names>
            <surname>Educ</surname>
          </string-name>
          . Q.
          <volume>48</volume>
          ,
          <fpage>18</fpage>
          -
          <lpage>33</lpage>
          (
          <year>1997</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          <string-name>
            <surname>Walker</surname>
            ,
            <given-names>Z.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>McMahon</surname>
            ,
            <given-names>D.D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rosenblatt</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Arner</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          :
          <article-title>Beyond Pokémon: Augmented reality is a universal design for learning tool</article-title>
          .
          <source>SAGE Open</source>
          .
          <volume>7</volume>
          , (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          <string-name>
            <surname>Zydney</surname>
            ,
            <given-names>J.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Warner</surname>
            ,
            <given-names>Z.</given-names>
          </string-name>
          :
          <article-title>Mobile apps for science learning:</article-title>
          <source>Review of research. Comput. Educ</source>
          .
          <volume>94</volume>
          ,
          <fpage>1</fpage>
          -
          <lpage>17</lpage>
          (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          <string-name>
            <surname>Zhang</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Huang</surname>
          </string-name>
          , Y.-T.,
          <string-name>
            <surname>Liu</surname>
          </string-name>
          , T.-C.,
          <string-name>
            <surname>Sung</surname>
            ,
            <given-names>Y.-T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chang</surname>
          </string-name>
          , K.-E.:
          <article-title>Augmented reality worksheets in field trip learning</article-title>
          .
          <source>Interact. Learn. Environ</source>
          . 1-
          <fpage>18</fpage>
          (
          <year>2020</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          <string-name>
            <surname>Wolf</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Söbke</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Wehking</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          :
          <article-title>Mixed Reality Media-Enabled Public Participation in Urban Planning</article-title>
          . In: Jung,
          <string-name>
            <surname>T.</surname>
          </string-name>
          , tom Dieck,
          <string-name>
            <given-names>M.C.</given-names>
            , and
            <surname>Rauschnabel</surname>
          </string-name>
          , P.A. (eds.)
          <article-title>Augmented Reality and Virtual Reality, Changing Realities in a Dynamic World</article-title>
          . pp.
          <fpage>125</fpage>
          -
          <lpage>138</lpage>
          . Springer, Cham (
          <year>2020</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          <string-name>
            <surname>Holden</surname>
            ,
            <given-names>C.L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gagnon</surname>
            ,
            <given-names>D.J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Litts</surname>
            ,
            <given-names>B.K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Smith</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          :
          <article-title>ARIS: An open-source platform for widespread mobile augmented reality experimentation</article-title>
          . In: Neto,
          <string-name>
            <surname>F.M.M.</surname>
          </string-name>
          (ed.)
          <article-title>Technology platform innovations and forthcoming trends in ubiquitous learning</article-title>
          . pp.
          <fpage>19</fpage>
          -
          <lpage>34</lpage>
          . IGI Global (
          <year>2014</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          <string-name>
            <surname>Laine</surname>
            ,
            <given-names>T.H.</given-names>
          </string-name>
          :
          <article-title>Mobile Educational Augmented Reality Games: A Systematic Literature Review and Two Case Studies, (</article-title>
          <year>2018</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          <string-name>
            <given-names>Human</given-names>
            <surname>Behav</surname>
          </string-name>
          .
          <volume>89</volume>
          ,
          <fpage>173</fpage>
          -
          <lpage>181</lpage>
          (
          <year>2018</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          <string-name>
            <surname>Kyza</surname>
            ,
            <given-names>E.A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Georgiou</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          :
          <article-title>The Impact of Materiality on the Design of Mobile, Augmented Reality Learning Environments in Non-formal, Outdoors Settings</article-title>
          .
          <source>Emergent Pract. Mater. Cond. Learn. Teach. with Technol</source>
          .
          <volume>183</volume>
          -
          <fpage>197</fpage>
          (
          <year>2019</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          <string-name>
            <surname>Wen</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Looi</surname>
          </string-name>
          , C.
          <article-title>-</article-title>
          K.:
          <article-title>Review of Augmented Reality in Education: Situated Learning with Digital and Non-digital Resources</article-title>
          . In: Díaz,
          <string-name>
            <given-names>P.</given-names>
            ,
            <surname>Ioannou</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            ,
            <surname>Bhagat</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            , and
            <surname>Spector</surname>
          </string-name>
          ,
          <string-name>
            <surname>J</surname>
          </string-name>
          . (eds.)
          <article-title>Learning in a Digital World</article-title>
          . pp.
          <fpage>179</fpage>
          -
          <lpage>193</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          <string-name>
            <surname>Springer</surname>
            <given-names>Singapore</given-names>
          </string-name>
          , Singapore (
          <year>2019</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          <string-name>
            <surname>Mayer</surname>
            ,
            <given-names>R.E.: Multimedia</given-names>
          </string-name>
          <string-name>
            <surname>Learning</surname>
          </string-name>
          . Cambridge University Press, New York (
          <year>2009</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          <string-name>
            <surname>Brown</surname>
            ,
            <given-names>J.S.</given-names>
          </string-name>
          , Collins,
          <string-name>
            <given-names>A.</given-names>
            ,
            <surname>Duguid</surname>
          </string-name>
          ,
          <string-name>
            <surname>P.</surname>
          </string-name>
          :
          <article-title>Situated Cognition and the Culture of Learning</article-title>
          .
          <source>Educ. Res</source>
          .
          <volume>18</volume>
          ,
          <fpage>32</fpage>
          -
          <lpage>42</lpage>
          (
          <year>1989</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          <string-name>
            <surname>Söbke</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Baalsrud</surname>
            <given-names>Hauge</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            ,
            <surname>Stefan</surname>
          </string-name>
          ,
          <string-name>
            <surname>I.A.</surname>
          </string-name>
          :
          <article-title>Prime Example Ingress: Reframing the Pervasive Game Design Framework (PGDF)</article-title>
          .
          <source>Int. J. Serious Games</source>
          .
          <volume>4</volume>
          ,
          <fpage>39</fpage>
          -
          <lpage>58</lpage>
          (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          <string-name>
            <surname>Laine</surname>
            ,
            <given-names>T.H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Suk</surname>
          </string-name>
          , H.:
          <article-title>Designing Educational Mobile Augmented Reality Games Using Motivators and Disturbance Factors</article-title>
          . In: Geroimenko,
          <string-name>
            <surname>V</surname>
          </string-name>
          . (ed.)
          <article-title>Augmented Reality Games II: The Gamification of Education, Medicine and Art</article-title>
          . pp.
          <fpage>33</fpage>
          -
          <lpage>56</lpage>
          . Springer International Publishing,
          <string-name>
            <surname>Cham</surname>
          </string-name>
          (
          <year>2019</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          <string-name>
            <surname>Zimmerman</surname>
            ,
            <given-names>H.T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Land</surname>
            ,
            <given-names>S.M.</given-names>
          </string-name>
          :
          <article-title>Facilitating Place-Based Learning in Outdoor Informal Environments with Mobile Computers</article-title>
          .
          <source>TechTrends</source>
          .
          <volume>58</volume>
          ,
          <fpage>77</fpage>
          -
          <lpage>83</lpage>
          (
          <year>2014</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          <string-name>
            <surname>Khan</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Johnston</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ophoff</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          :
          <source>The Impact of an Augmented Reality Application on Learning Motivation of Students. Adv. Human-Computer Interact</source>
          .
          <year>2019</year>
          , (
          <year>2019</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          <string-name>
            <given-names>Res.</given-names>
            <surname>Rev</surname>
          </string-name>
          .
          <volume>20</volume>
          , (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          <string-name>
            <surname>Garzón</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Pavón</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Baldiris</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          :
          <article-title>Systematic review and meta-analysis of augmented reality in educational settings</article-title>
          .
          <source>Virtual Real</source>
          . (
          <year>2019</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          <string-name>
            <surname>White</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Feiner</surname>
            ,
            <given-names>S.:</given-names>
          </string-name>
          <article-title>SiteLens: Situated Visualization Techniques for Urban Site Visits</article-title>
          .
          <source>Proc. 2009 ACM CHI Conf. Hum. Factors Comput. Syst</source>
          .
          <volume>1117</volume>
          -
          <fpage>1120</fpage>
          (
          <year>2009</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          <string-name>
            <surname>Palathingal</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          :
          <article-title>Augmented reality map apps: Wikitude v AcrossAir</article-title>
          , http://www.smh.com.
          <article-title>au/digital-life/digital-life-news/augmented-reality-mapapps-wikitude-v-acrossair-20140305-3480j</article-title>
          .html, (
          <year>2014</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          <string-name>
            <surname>Pombo</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Marques</surname>
            ,
            <given-names>M.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lucas</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Carlos</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Loureiro</surname>
            ,
            <given-names>M.J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Guerra</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <article-title>Moving learning into a smart urban park: Students' perceptions of the Augmented Reality EduPARK mobile game</article-title>
          .
          <source>Interact. Des. Archit</source>
          .
          <volume>117</volume>
          -
          <fpage>134</fpage>
          (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          <string-name>
            <surname>Deterding</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dixon</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Khaled</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Nacke</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          :
          <article-title>From game design elements to gamefulness: defining gamification</article-title>
          .
          <source>In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments</source>
          . pp.
          <fpage>9</fpage>
          -
          <lpage>15</lpage>
          . ACM, New York (
          <year>2011</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          <string-name>
            <surname>Söbke</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Baalsrud</surname>
            <given-names>Hauge</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            ,
            <surname>Stefan</surname>
          </string-name>
          ,
          <string-name>
            <given-names>I.A.</given-names>
            ,
            <surname>Stefan</surname>
          </string-name>
          ,
          <string-name>
            <surname>A.</surname>
          </string-name>
          :
          <article-title>Using a Locationbased AR Game in Environmental Engineering</article-title>
          . In: Spek,
          <string-name>
            <given-names>E. van der</given-names>
            ,
            <surname>Göbel</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            ,
            <surname>Do</surname>
          </string-name>
          ,
          <string-name>
            <given-names>E.Y.-L.</given-names>
            ,
            <surname>Clua</surname>
          </string-name>
          ,
          <string-name>
            <surname>E.</surname>
          </string-name>
          , and
          <string-name>
            <given-names>Baalsrud</given-names>
            <surname>Hauge</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J</given-names>
            . (eds.) Entertainment Computing and
            <surname>Serious Games - ICEC -</surname>
          </string-name>
          JCSG
          <source>2019 LNCS 11863</source>
          . pp.
          <fpage>7</fpage>
          -
          <lpage>10</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          <string-name>
            <surname>Springer</surname>
          </string-name>
          (
          <year>2019</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          Bauwelt.
          <volume>24</volume>
          (
          <year>2005</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          <string-name>
            <given-names>Baalsrud</given-names>
            <surname>Hauge</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            ,
            <surname>Stefan</surname>
          </string-name>
          ,
          <string-name>
            <given-names>I.A.</given-names>
            ,
            <surname>Stefan</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            ,
            <surname>Cazzaniga</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            ,
            <surname>Yanez</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.</given-names>
            ,
            <surname>Skupinski</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T.</given-names>
            ,
            <surname>Mohier</surname>
          </string-name>
          ,
          <string-name>
            <surname>F.</surname>
          </string-name>
          :
          <article-title>Exploring Context-Aware Activities to Enhance the Learning Experience</article-title>
          . In: Dias,
          <string-name>
            <given-names>J.</given-names>
            ,
            <surname>Santos</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.A.</given-names>
            , and
            <surname>Veltkamp</surname>
          </string-name>
          , R.C. (eds.)
          <source>Games and Learning Alliance 6th International Conference, GALA 2017</source>
          , Lisbon, Portugal, December 5-
          <issue>7</issue>
          ,
          <year>2017</year>
          , Proceedings. pp.
          <fpage>238</fpage>
          -
          <lpage>247</lpage>
          . Springer, Cham (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref30">
        <mixed-citation>
          <string-name>
            <surname>Rheinberg</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Vollmeyer</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Burns</surname>
            ,
            <given-names>B.D.</given-names>
          </string-name>
          : QCM 
          <article-title>: A questionnaire to assess current motivation in learning situations</article-title>
          .
          <source>Diagnostica</source>
          .
          <volume>47</volume>
          ,
          <fpage>57</fpage>
          -
          <lpage>66</lpage>
          (
          <year>2001</year>
          ).
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>