Abstract
Moving forward through the twenty-first century, increasingly sophisticated mapping and gaming methods will likely become available. The melding of these two topics is embodied in the augmented reality mobile app game Ingress, developed by Niantic Labs. Ingress can be described as a union of geocaching, a popular recreational activity utilizing GPS, and capture the flag, a game that involves two factions attempting to secure the opposing flag. Ingress has been added to sections of introductory physical geography courses at Kutztown University. By providing a unique learning language platform, mobile gaming can allow students to cultivate and nurture geographical inquiries by discovering locations with cultural, artistic, or random significance in their local communities.
It is the hope of this exercise that students will learn about the placement of locations, identified as portals in the Ingress architecture, and their relevance in the landscape of a community through the language of the augmented reality gaming. Surveys completed by volunteer participants appear to highlight the interactive component to the activity as well as the plethora of geographical and factual information obtained in the process. The merging of Ingress into the geography curriculum can help forge a strong link between students and the geography discipline and potentially increase their motivation to learn more about their hometowns, campus community, and beyond. This emerging learning language promises to offer an exciting new direction for the contemporary education process.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Adams, P. C. (1998). Teaching and learning with SimCity 2000. Journal of Geography, 97(2), 47–55.
Afari, E., Aldbridge, J. M., Fraser, B. J., & Khine, B. J. (2013). Students’ perceptions of learning environment and attitudes in game-based mathematics classrooms. Learning Environments Research, 16(1), 131–150.
Bennett, S., & Maton, K. (2010). Beyond the ‘digital natives’ debate: Towards a more nuanced understanding of students’ technology experiences. Journal of Computer Assisted Learning, 26, 321–331.
Bennett, S., Maton, K., & Kervin, L. (2008). The ‘digital natives’ debate: A critical review of the evidence. British Journal of Educational Technology, 39, 775–786.
Bereitschaft, B. (2016). Gods of the city? Reflecting on city building games as an early introduction to urban systems. Journal of Geography, 115(2), 51–60.
Bogle, A. (2016). The story behind ‘Pokémon Go’s’ impressive mapping. Retrieved July 30, 2018, from https://mashable.com/2016/07/10/john-hanke-pokemon-go/#D7BNBuCzJkq3
Brysch, C. P., Huynh, N. T., & Scholz, M. (2012). Evaluating educational computer games in geography: What is the relationship to curriculum requirements? Journal of Geography, 111(3), 102–112.
Campbell, C. (2014). Fitness games don’t work. Here’s what does…. Retrieved July 30, 2018, from: https://lfb.org/fitness-games-dont-work-heres/
Davis, M. A. (2016). Ingress in geography: Portals to academic success? Journal of Geography, 116(2), 89–97.
Dupzyk, K. (2016). I saw the future through microsoft’s Hololens. Retrieved August 14, 2018, from https://www.popularmechanics.com/technology/a22384/hololens-ar-breakthrough-awards/
Feijoo, C., Gomez-Barroso, J.-L., Aguado, J.-M., & Ramos, S. (2012). Mobile gaming: Industry challenges and policy implications. Telecommunications Policy, 36(3), 212–221.
Ford, G. C. (2016). Pokemon go brings foot traffic to local businesses. Retrieved July 30, 2018, from: https://www.thegazette.com/subject/news/business/pokemon-go-brings-foot-traffic-to-local-businesses-20160714
Gaillard, J. C., & McSherry, A. (2014). Revisiting geography field trips: A treasure hunt experience. Journal of Geography, 113(4), 171–178.
Gardner, J. (2016). Local businesses are see additional foot traffic with Pokemon game. Retrieved July 30, 2018, from: https://www.wvgazettemail.com/business/local-businesses-see-additional-traffic-with-pokemon-game/article_fda6346d-4e0c-5ae6-8ff4-f3b3968fd325.html
Griffiths, M. (2002). The educational benefits of video games. Education and Health, 20(3), 47–51.
Hide, N. (2014). Ingress invades iOS: Google’s augmented reality game hits iPhone. Retrieved August 14, 2018, from: https://www.cnet.com/news/ingress-invades-ios-googles-augmented-reality-game-hits-iphone/
Hupy, J. P. (2011). Teaching geographic concepts through fieldwork and competition. Journal of Geography, 110(3), 131–135.
Jabr, F. (2014). Why walking helps us think. Retrieved July 30, 2018, from: https://www.newyorker.com/tech/elements/walking-helps-us-think
Kadoun, D. (2015). Academic gaming in the classroom. Journal on Best Teaching Practices, 2(2), 18–20.
Kim, M., & Shin, J. (2015). The pedagogical benefits of SimCity in urban geography education. Journal of Geography, 115(2), 39–50.
Koop, C. E. (1982). Family violence: A chronic public health issue. Lecture to the Western Psychiatric Institute, Pittsburgh, Pennsylvania, 9 Nov 1982.
Krajewski, J. (2018). Augmenting the classroom. Retrieved July 30, 2018, from https://www.strangeloopgames.com/augmenting-the-classroom/
Lawrence, G. H. (1986). Using computers for the treatment of psychological problems. Computers in Human Behavior, 2(1), 43–62.
Lorenzo, G., Oblinger, D., & Dziuban, C. (2007). How choice, co-creation, and culture are changing what it means to be net savvy. Educause Quarterly, 30, 6–12.
Nairn, K. (1999). Embodied fieldwork. Journal of Geography, 98(6), 272–282.
Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the Internet and online gaming. Cyberpsychology & Behavior, 8(2), 110–113.
Nilsson, E. M., & Jakobsson, A. (2011). Simulated sustainable societies: Students’ reflections on creating future cities in computer games. Journal of Science Education and Technology, 20(1), 33–50.
Rosenberg, L. B. (1992). The use of virtual fixtures as perceptual overlays to enhance operator performance in remote environments. Technical report AL-TR-0089, USAF Armstrong Laboratory, Wright-Patterson AFB/Dayton.
Rosenberg, L. B. (1993). Virtual fixtures: Perceptual overlays for telerobotic manipulation. In Proceedings of the IEEE annual international symposium on virtual reality.
Rydant, A. L., Shiplee, B. A., Smith, J. P., & Middlekauff, B. D. (2010). Applying sequential fieldwork skills across two international field courses. Journal of Geography, 109(6), 221–232.
Schueffel, P. (2017). The concise Fintech compendium. Fribourg: School of Management.
Squire, K., & Jenkins, H. (2004). Harnessing the power of games in education. Insight, 3(5), 7–33.
Stirling, S. (2008). The place of fieldtrips in New Zealand university geography. New Zealand Geographer, 64(1), 68–71.
Thompson Straw, H. (1934). A new kind of geographic field trip. Peabody Journal of Education, 12(3), 120–122.
Ting, Y., & Yang, C. (2012). Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation. Computers & Education, 59(2), 365–377.
Virvou, M., & Katsionis, G. (2008). On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE. Computers & Education, 50(1), 154–178.
Webb, T. P., Simpson, D., Denson, S., & Duthie, E., Jr. (2012). Gaming used as an informal instructional technique: Effects on learning knowledge and satisfaction. Journal of Surgical Education, 69(3), 330–334.
Williams, D. (2017). The history of augmented reality (Infographic). Huffington Post. Retrieved August 14, 2018, from: https://www.huffingtonpost.com/dennis-williams-ii/the-history-of-augmented-_b_9955048.html
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this entry
Cite this entry
Davis, M.A. (2020). Learning Geography Through Mobile Gaming. In: Brunn, S., Kehrein, R. (eds) Handbook of the Changing World Language Map. Springer, Cham. https://doi.org/10.1007/978-3-030-02438-3_166
Download citation
DOI: https://doi.org/10.1007/978-3-030-02438-3_166
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-02437-6
Online ISBN: 978-3-030-02438-3
eBook Packages: Social SciencesReference Module Humanities and Social SciencesReference Module Business, Economics and Social Sciences