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It has been argued that approaches to education should embed learning in activities that reflect the social and physical environments in which the knowledge is relevant. Only recently, did it become possible to situate learning in a variety of novel contexts using augmented reality (AR) games. This study investigates the behaviors of middle school students during their participation in an AR game called Play the Past. The findings of this study show that engagement differed during different activities the game environment and that there was a relationship between the roles that students were assigned and their engagement.
Nicolaas John VanMeerten, University of Minnesota - Twin Cities
Keisha Varma, University of Minnesota