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  <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>Aristotle, Comenius, Dewey, Plato and Pokémon GO: Walking with Location-based Games in the Footsteps of Didactic Giants</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Mid Sweden University</institution>
          ,
          <addr-line>Östersund</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Mid Sweden University</institution>
          ,
          <addr-line>Sundsvall</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>15</volume>
      <issue>2020</issue>
      <fpage>0000</fpage>
      <lpage>0003</lpage>
      <abstract>
        <p>The rapid development of digital technologies has the potential to revitalise contemporary education. Location-based games built on satellite-based navigation system technologies in smartphones is a new technology that truly opens up new forms to orchestrate didactic ideas that can unlock the classroom constraint in traditional education. This study aims to describe and discuss the orchestration of concepts from the history of didactics in location-based games settings. Building on Aristotle, Comenius, Dewey and Plato, it combines the ancient idea of learning by walking with the ideas of flipped classrooms, gamebased learning, and learning by interplay with the surrounding society.</p>
      </abstract>
      <kwd-group>
        <kwd>Aristotle</kwd>
        <kwd>Comenius</kwd>
        <kwd>Dewey</kwd>
        <kwd>Didactic</kwd>
        <kwd>Game-based Learning</kwd>
        <kwd>Location-Based Games</kwd>
        <kwd>Plato</kwd>
        <kwd>Pokémon GO</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        In the 21st century, we have witnessed a rapid development of information and
communication technologies that have the potential to revitalise contemporary education.
However, to support learning goals and high-quality outcomes technological novelty
needs curriculum alignment. Location-based games (LBGs) built on satellite-based
navigation system technologies in smartphones is a new technology that truly opens up
new forms to orchestrate didactic ideas that can unlock the classroom constraint in
traditional education [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ].
      </p>
      <p>
        An emerging trend in research since the pioneer works by Malone [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and Lepper
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] is Game-based learning (GBL). A concept that has shown positive results in a wide
range of educational settings [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ]. However, GBL should not be seen as an isolated
concept that always brings success on its own, but rather to be combined with various
other didactic methods [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. What seems like a promising extension of GBL is to involve
a social perspective to support learning as a social practice based on dialogue [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        However, the idea of using GBL to support learning as a social practice based on
dialogue has a long tradition that goes way back in the history of didactics [
        <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
        ]. The
main aim of this study is to describe and discuss how some concepts from the history
of didactics might be orchestrated with the use of location-based games. Furthermore,
this paper has investigated how features in different location-based games could be
aligned to curricula aligned teaching and learning activities.
1.1
      </p>
    </sec>
    <sec id="sec-2">
      <title>The Ancient Idea of Learning by Walking</title>
      <p>
        The combination of physical activities and play-based learning was a frequently used
didactic idea already in ancient Greece. A well-known example is the peripatetic
sessions that were led by Aristotle and Plato in the Lyceum of Athens. 'Peripatetic' is a
term that in this century has been defined as "walking about place to place, traveling on
foot" [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Today in the 21st century, the concept of peripatetic education has got a
renaissance, with the ancient Greek idea that body movement can stimulate thought
processes [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. As pointed out by Gros [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], several great philosophers as Kant and
Thoreau were inspired by regular walks, a concept that was taken to the extreme by
Nietzsche [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] who claimed that "It is only ideas gained from walking that have any
worth".
      </p>
      <p>
        In the ancient world Greeks, as well as Romans, were both keen on competition and
games. An important part of these ancient cultures was the wide variety of different
game types, and not only gladiatorial combats and the Olympic games [
        <xref ref-type="bibr" rid="ref15 ref16">15, 16</xref>
        ]. The
view on games in ancient Greece was that games should be used to relax from the more
disciplined school work. In Politics (1337b-1338a), Aristotle presented the concept of
paidia (play) as a recommended form of relaxation or rest from school studies. Aristotle
seems to see the value of playing as instrumental: children should be encouraged to
play, because it is healthy, and that it also can improve the study results. However,
Aristotle separates play from serious study.
      </p>
      <p>
        On the other hand, Plato suggested in his Laws (643B-C), a more constructive role
for play and the use of games in educational settings. The educators in ancient Greece
never spoke of game-based learning and the term was first used in the late 20th century.
However, the ancient ideas have in several aspects influenced modern educators and
game-based learning research. One example is that Malone’s [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] seminal article
'Towards a theory of intrinsically motivating instruction ', begins with a quote from Plato’s
Republic: “No compulsory learning can remain in the soul … In teaching children, train
them by a kind of game, and you will be able to see more clearly the natural bent of
each” [
        <xref ref-type="bibr" rid="ref17 ref3">3, 17</xref>
        ].
1.2
      </p>
    </sec>
    <sec id="sec-3">
      <title>Comenius Game-based and Flipped Classroom</title>
      <p>
        The Czech philosopher and educationalist Jan Amos Komenský, more known as John
Amos Comenius, are sometimes regarded as the founder of modern didactics. As early
as in the 17th century he emphasised the concept of learning by doing and advocated
the today still controversial “art of turning all our schools into games” [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Another still
modern Comenian idea is the one of flipping the classroom, a concept that he outlined
as a four-hour school day, with two hours in the morning and two hours in the afternoon.
He recommended that the time in between should be spent on preparation, play and
exploring the surrounding nature. Comenius posited play as an important didactic
strategy since play is an imitation of life itself. Furthermore, Comenius wished games/play
and learning to be integrated into his ‘Scola Ludus’, a truly game-based arrangement,
to create “a school in which the serious and the fun are mixed” [
        <xref ref-type="bibr" rid="ref18 ref9">9, 18</xref>
        ].
      </p>
      <p>
        Compared to educators in the ancient era, Comenius outlined a more systematic
theory of education, in which he presented play (ludus) and the use of games to be an
optimum form of learning. A fundamental idea in his Scola Ludus was to make all
forms of learning into play, and “to make all schools into games” [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Comenius was
revolutionary in the sense that he suggested a total integration of play and games in the
learning process, and his vision of that the fun and the serious should walk hand in
hand. Furthermore, he argued that all students should take the role of participators, and
not lazy bystanders, with the support of games to activate students. Comenius, like the
ancient Greek educators, pointed out the importance of that playing and gaming should
be based on free will, in a strive to combine the pleasant and the useful. His
recommendation was to offer variation, to suit students with different forms of talent [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
1.3
      </p>
    </sec>
    <sec id="sec-4">
      <title>Learning by Interplay with the Surrounding Society</title>
      <p>
        Like the Greeks, John Dewey emphasized that the child’s inherent will to move
should not be hampered. He claimed that the body supports the development of the
mind. To reach the full potential of each individual, the human the body should not be
separated from the mind. Therefore, education should foster both the body and the
mind. Such educational philosophy also emphasizes the hybrid character of the
relationship between education and the surrounding society. The inseparable relationship
between body, mind and society include play as an aspect of education that enables
moral and intellectual development. Dewey emphasized play has the capacity to foster
social skills and explore issues that otherwise is hard to achieve [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
      </p>
      <p>
        As pointed out by Shaw [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], the ideas by Dewey might be one of the most
significant influences on developmental education during the last century. Dewey’s new ways
of establishing more active learning emphasized that interplay with the surrounding
society should begin in the early grades of the educational system [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Around a
century ago Dewey [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], questioned the idea of education with a sole focus on classroom
studies with the advice to “direct the child’s activities, giving them exercise along
certain lines”. As expressed by a contemporary Dewey interpreter, this could be part of the
strive to acquaint learners with the past “in such a way that the acquaintance is a potent
agent in appreciation of the living present and future for the learner” [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
2
      </p>
      <sec id="sec-4-1">
        <title>Location-based Games and Pokémon GO</title>
        <p>
          The implementation of satellite-based navigation system technologies in smartphones
has opened up for the creation of location-based games (LBGs). Many LBGs are built
around the idea of mapping real-world settings to a virtual game world where players
are engaged in adventures stretching across both these worlds. Like in the well-known
game ‘Ingress’ interplay between the real-world and the virtual mainly occur at points
of interest (POIs). Navigation between POIs in the gameplay often involves the use of
physical or digital maps [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. The LBG category is an emerging field that today
contains a wide variety of applications from exergames and augmented-reality games such
as ‘Zombie Run’ [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ] or ‘Harry Potter: Wizards Unite’ [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ] to LBGs tailored for
particular educational purpose like ‘Frequency 1550’ [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ].
        </p>
        <p>
          The by far most well-known LBG is ‘Pokémon GO’, which has been classified both
as an exergame and as an augmented-reality game. There were several other
well-designed LBGs before the release of Pokémon Go in June 2016, but Pokémon GO was
the first global success in the genre, with over 100 million users within a few weeks
after its release [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ]. Pokémon GO is a typical LBG built around the combination of
realistic real-world maps and a pure fantasy world. In the game, players should collect
Pokémon monsters from the Japanese collectable card game from the 1980s. In
Pokémon GO, these virtual monsters pop up on the smartphone screen possible to capture
by throwing virtual balls. The gameplay also involves visiting real-world POIs
capturing monsters and collecting game points [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ].
3
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>Findings and discussion</title>
        <p>
          Findings from the literature show several examples of how teaching and learning
activities preferably can be situated in an augmented reality setting outside the traditional
school premises. The first and most obvious application of learning on the move is to
use mobile games to explore interesting geographical settings. This has been tested in
urban settings both in a mobile game without geolocalisation to discover contemporary
Paris [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ], and with geolocalisation to explore medieval Amsterdam [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]. For the
exploration of more rural settings, the Swedish game ‘Turf’ could be an interesting
alternative [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ]. Such interplay with the surroundings would with a high probability have
been accoladed by both Comenius and Dewey.
        </p>
        <p>
          Turf could, like its more well-known siblings Ingress, Pokémon GO, and Harry
Potter: Wizards Unite, also be used as an exergame to fulfil the ancient Greek idea of
walking and playing for relaxation and recreation. Before the appearance of exergames,
most digital games were associated with a sedentary lifestyle and a risk of developing
obesity. In a recent study by Laato et al. [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ], playing Harry Potter: Wizards Unite had
a positive impact both on both the physical and the social well-being. If Plato and
Aristotle had lived today, they would probably not embrace the philosophy around the
zombie renaissance in popular culture [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ], but maybe that they could appreciate the
relaxing outcomes of discovering new worlds with the exergame ‘Zombies, run!’ [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ].
        </p>
        <p>
          Back to the most serious challenge of curriculum-aligned learning and teaching
activities, there are some interesting examples. Like most other types of games, LBGs
seem to be easy to involve in language learning [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ], and that the augmented reality
dimension can offer unique affordances to teaching and learning in language education
[
          <xref ref-type="bibr" rid="ref34 ref35">34, 35</xref>
          ]. Another way of using LBGs in more formal education could be in Computer
Science, with the congenial idea of illustrating the Geographic Information System
concept that all LBGs are based on [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ]. Authors' own positive experiences are on how
Pokémon GO could be a vital part of curriculum-aligned outdoor activities in Social
Science and Mathematics [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ]. Furthermore, Pokémon GO has also been tested for
more informal learning activities in the subjects of Biology, Geography and
Mathematics [
          <xref ref-type="bibr" rid="ref38">38</xref>
          ]. Finally, to return to where we began, the idea with the peripatetic sessions in
ancient Greece: the exergame aspect of LBGs could preferably be used in physical
education [
          <xref ref-type="bibr" rid="ref39">39</xref>
          ].
4
        </p>
      </sec>
      <sec id="sec-4-3">
        <title>Conclusion</title>
        <p>
          Findings show that several classic concepts from the history of didactics preferably can
be orchestrated with the use of LBGs. Firstly, the ancient Greek idea of using
playbased walks for relaxation and to stimulate education was confirmed. Secondly,
Comenius’s more serious Renaissance view on games as educational games seems also
realistic, and that both tailored LBGs and leisure games such as Pokémon GO could be
used for curricula aligned activities and to facilitate the idea of a flipped classroom.
Thirdly, the Comenian and Deweyan idea of learning by interplay with the surrounding
society could be orchestrated with the help of the LBG built-in points of interest.
Finally, authors believe that outdoor sessions with location-based gaming could be a way
to fulfil Dewey’s vision that “imaginative use of new technology may bring the ideal
closer to our grasp” [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ].
        </p>
      </sec>
    </sec>
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