The Table Mystery: An Augmented Reality Collaborative Game for Chemistry Education

  • Costas Boletsis
  • Simon McCallum
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8101)


Educational games constitute a major field inside the serious games ecosystem, attempting to educate the players, while entertaining them. Augmented Reality (AR) has found application in educational games, introducing properties that improve gameplay and that potentially produce unique educational affordances. In this study, we present the “Table Mystery” game, an under-development mystery-adventure game utilising Augmented Reality to provide an exciting and engaging educational experience related to chemistry and, more specifically, to the elements of the periodic table. The game is developed for the Science Centre in Oppland county, Norway (Vitensenteret Innlandet). The long-term study’s purpose is to examine the effect of Augmented Reality on providing engaging and exciting, short-term educational experiences.


Augmented Reality educational games game-based learning periodic table 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Mendeleev, C.: Periodic table mystery game, (last visited: April 20, 2013)
  2. 2.
    Fleming, N., Baume, D.: Learning Styles Again: VARKing up the right tree! Educational Developments 7(4), 4–7 (2006)Google Scholar
  3. 3.
    Google Glass: Google Glass - Home, (last visited: April, 26, 2013)
  4. 4.
    IJsselsteijn, W., van den Hoogen, W., Klimmt, C., de Kort, Y., Lindley, C., Mathiak, K., Poels, K., Ravaja, N., Turpeinen, M., Vorderer, P.: Measuring the experience of digital game enjoyment. In: Proceedings of Measuring Behavior, pp. 88–89 (2008)Google Scholar
  5. 5.
    Klopfer, E., Perry, J., Squire, K., Jan, M.F., Steinkuehler, C.: Mystery at the museum: a collaborative game for museum education. In: Proceedings of the 2005 Conference on Computer Support for Collaborative Learning: Learning 2005: the Next 10 Years!, CSCL 2005, pp. 316–320. International Society of the Learning Sciences (2005)Google Scholar
  6. 6.
    Klopfer, E., Squire, K.: Environmental Detectives - The development of an augmented reality platform for environmental simulations. Educational Technology Research and Development 56(2), 203–228 (2008)CrossRefGoogle Scholar
  7. 7.
    Prensky, M.: Digital Game-Based Learning. Paragon House (2007)Google Scholar
  8. 8.
    Quinn, C.N.: Engaging Learning: Designing e-Learning Simulation Games. John Wiley & Sons (2005)Google Scholar
  9. 9.
    Squire, K., Jenkins, H., Holland, W., Miller, H., O’Driscoll, A., Tan, K.P., Todd, K.: Design principles of next-generation digital gaming for education. Educational Technology 43(5), 17–23 (2003)Google Scholar
  10. 10.
    Squire, K.D., Jan, M.: Mad city mystery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers. Journal of Science Education and Technology 16(1), 5–29 (2007)CrossRefGoogle Scholar
  11. 11.
    Tan, W.H., Johnston-Wilder, S., Neill, S.: Examining the potential of game-based learning through the eyes of maths trainee teachers. Proceedings of the British Society for Research into Learning Mathematics 28(3), 120–124 (2008)Google Scholar
  12. 12.
    Westera, W., Nadolski, R., Hummel, H., Wopereis, I.: Serious games for higher education: a framework for reducing design complexity. Journal of Computer Assisted Learning 24(5), 420–432 (2008)CrossRefGoogle Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2013

Authors and Affiliations

  • Costas Boletsis
    • 1
  • Simon McCallum
    • 1
  1. 1.Gjøvik University CollegeGjøvikNorway

Personalised recommendations