Entering the realm of the wetlands: design and evaluation of engagement for a mobile augmented reality game
dc.contributor.author | Yin, Wenliang | |
dc.date.accessioned | 2024-05-10T03:25:41Z | |
dc.date.available | 2024-05-10T03:25:41Z | |
dc.date.issued | 2024 | |
dc.description.abstract | This thesis explores the potential of Augmented Reality (AR) in enhancing environmental edu- cation, with a focus on the conservation of New Zealand’s wetlands. Through the development and evaluation of a mobile AR game titled “NZ Wetlands Invasion,” this research investigates how different perspectives in the game impact player engagement and learning outcomes. Em- ploying a mixed-methods approach, the study integrates quantitative data from pre-test and post-test quizzes with qualitative feedback from participants to assess the effectiveness of AR in fostering environmental awareness and knowledge. Findings from this study reveal that the first-person view (FPV) in the AR game significantly enhances player engagement by providing a more immersive experience compared to the bird’s eye view (BEV). However, contrary to initial hypotheses, there was no significant difference in learning outcomes between FPV and BEV perspectives. This suggests that while FPV may offer a more engaging and immersive experience, both perspectives are equally effective in facilitating learning about wetland conservation. The research results also highlight the influence of environmental factors and physical comfort on the AR learning experience, underscoring the need for careful consideration of the physical and environmental context in which AR games are deployed. Additionally, the study addresses the concept of response shift bias, illustrating the complexity of measuring learning outcomes. In conclusion, this thesis contributes valuable insights into the design and implementation of AR in environmental education, offering recommendations for future AR game development aimed at engaging and educating users about environmental conservation. The findings suggest broader applications of AR in enhancing learning experiences across various domains, encouraging for the integration of immersive technologies in Game-Based Learning Environments(GBLEs) to boost a deeper understanding and appreciation of environmental issues. | |
dc.identifier.uri | https://hdl.handle.net/10092/107056 | |
dc.identifier.uri | https://doi.org/10.26021/15317 | |
dc.language | English | |
dc.language.iso | en | |
dc.rights | All Right Reserved | |
dc.rights.uri | https://canterbury.libguides.com/rights/theses | |
dc.title | Entering the realm of the wetlands: design and evaluation of engagement for a mobile augmented reality game | |
dc.type | Theses / Dissertations | |
thesis.degree.discipline | Human Interface Technology | |
thesis.degree.grantor | University of Canterbury | |
thesis.degree.level | Masters | |
thesis.degree.name | Master of Human Interface Technology | |
uc.bibnumber | in1359749 | |
uc.college | Faculty of Engineering |