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Escape the Fake: Development and Evaluation of an Augmented Reality Escape Room Game for Fighting Fake News

Published: 15 October 2021 Publication History

Abstract

Today's digital natives easily master new devices, but there is a greater need to provide them with a strong foundation of attitudes, skills and values to interpret the world around them. Moreover, in the context of remote schooling, providing students with opportunities to learn outside of the classroom and in an interactive manner is equally important. In this article, we address these issues by providing an account of Escape Fake, an augmented reality (AR) escape room game for educating young people about fake news. We show how such a game can be designed for playing at home, thereby providing interactive learning opportunities remotely. We discuss how to teach information literacy, by introducing the design process and gameplay of Escape Fake. In our evaluation with teenagers and young adults (n=49), we investigated the flow experience, attitude towards learning effectiveness and interest in learning with an AR escape game. Escape Fake was very well accepted by youth, who are willing to play the game in their free time. These results provide considerations for educators, researchers and designers who develop educational content by means of AR escape rooms.

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  • (2024)Escape rooms como metodología educativa para combatir la desinformación en alumnos de primaria y secundaria: el caso de Learn to EscapeRevista Latina de Comunicación Social10.4185/rlcs-2024-2243Online publication date: 23-Apr-2024
  • (2024)Augmented Reality Escape Classroom Game for Deep and Meaningful English Language LearningComputers10.3390/computers1301002413:1(24)Online publication date: 16-Jan-2024
  • (2024)Fostering the AR illusion: a study of how people interact with a shared artifact in collocated augmented realityFrontiers in Virtual Reality10.3389/frvir.2024.14287655Online publication date: 20-Aug-2024
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        cover image ACM Conferences
        CHI PLAY '21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
        October 2021
        414 pages
        ISBN:9781450383561
        DOI:10.1145/3450337
        Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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        Publication History

        Published: 15 October 2021

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        Author Tags

        1. Information literacy
        2. augmented reality
        3. educational escape room
        4. flow
        5. game design
        6. game-based learning

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        • Extended-abstract
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        • Refereed limited

        Funding Sources

        • European Cultural Foundation
        • MitOst Foundation
        • Vienna Business Agency

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        CHI PLAY '21
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        Overall Acceptance Rate 421 of 1,386 submissions, 30%

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        View all
        • (2024)Escape rooms como metodolog�a educativa para combatir la desinformaci�n en alumnos de primaria y secundaria: el caso de Learn to EscapeRevista Latina de Comunicaci�n Social10.4185/rlcs-2024-2243Online publication date: 23-Apr-2024
        • (2024)Augmented Reality Escape Classroom Game for Deep and Meaningful English Language LearningComputers10.3390/computers1301002413:1(24)Online publication date: 16-Jan-2024
        • (2024)Fostering the AR illusion: a study of how people interact with a shared artifact in collocated augmented realityFrontiers in Virtual Reality10.3389/frvir.2024.14287655Online publication date: 20-Aug-2024
        • (2024)Can pre-service teachers learn about fake news by playing an augmented reality escape game?Contemporary Educational Technology10.30935/cedtech/1433516:2(ep504)Online publication date: 2024
        • (2024)The Untapped Potential of Escape Rooms as Gamified Research EnvironmentsCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678865(276-278)Online publication date: 14-Oct-2024
        • (2024)A Gamified Platform to Support Educational Activities About Fake News in Social MediaIEEE Transactions on Learning Technologies10.1109/TLT.2024.341008817(1805-1819)Online publication date: 2024
        • (2024)Tackling misinformation with games: a systematic literature reviewInteractive Learning Environments10.1080/10494820.2023.2299999(1-16)Online publication date: 3-Jan-2024
        • (2024)Playing an Augmented Reality Escape Game Promotes Learning About Fake NewsTechnology, Knowledge and Learning10.1007/s10758-024-09749-yOnline publication date: 19-Jun-2024
        • (2024)Prototyping Cross-Reality Escape RoomsHuman-Centered Software Engineering10.1007/978-3-031-64576-1_5(84-104)Online publication date: 8-Jul-2024
        • (2023)Effekte eines Augmented Reality Escape Games auf das Lernen �ber Fake NewsEffects of an Augmented Reality Escape Game on Learning about Fake NewsMedienP�dagogik: Zeitschrift f�r Theorie und Praxis der Medienbildung10.21240/mpaed/51/2023.01.12.X51(65-86)Online publication date: 12-Jan-2023
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