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Rapid Experimentation as a Co-creation Tool for Gamified Augmented Reality in City Spaces—Case ARriver

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Applied Degree Education and the Future of Work

Abstract

New educational technology is the most visible driver of change in education. EduTech changes the way students learn as well as the role and responsibilities of teachers. Rapid technological development has been difficult to follow in terms of validating new applications pedagogically and adopting them structurally on organisational or national levels. Navigating these challenges requires open-minded cooperation between public and private actors. ARriver is an umbrella concept focused on utilising augmented reality (AR) technology around the Aura River in central Turku, Finland. ARriver’s purpose is to bring together upper secondary school content creation with rapid experimentation stemming from the individual needs of companies and start-ups—a process that is facilitated by a university to create an AR learning environment for students on multiple levels of the Finnish educational system. The concept has been developed as part of the Smart Learning Environments for the Future project funded by the European Regional Development Fund.

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Notes

  1. 1.

    https://fiksukalasatama.fi/en/agile-piloting/is.

  2. 2.

    https://minedu.fi/en/pisa-en.

  3. 3.

    Upper Secondary School Act. Lukiolaki 714/2018. Accessed March 28, 2019. Available in Finnish: https://www.finlex.fi/fi/laki/alkup/2018/20180714.

  4. 4.

    https://minedu.fi/en/reform-of-general-upper-secondary-education.

  5. 5.

    Around 16% of reviews on Yelp are “fake”. These reviews are usually very positive or very negative. https://rbj.rady.ucsd.edu/index.php/topics/social-impact/2014/01/the-yelp-effect/.

  6. 6.

    These valuation systems of content and personal profiles are already integrated in various sites and applications, but they usually prefer anonymity. For an interaction platform to work, the users’ real identity is required to be visible in order to build trust and empathy, which in turn will make social capital valuable.

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Correspondence to Anttoni Lehto .

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Lehto, A., Lautkankare, R., Brander, N., Ala-Nissilä, C., Saari, J., Salminen, J. (2020). Rapid Experimentation as a Co-creation Tool for Gamified Augmented Reality in City Spaces—Case ARriver. In: Hong, C., Ma, W. (eds) Applied Degree Education and the Future of Work. Lecture Notes in Educational Technology. Springer, Singapore. https://doi.org/10.1007/978-981-15-3142-2_20

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  • DOI: https://doi.org/10.1007/978-981-15-3142-2_20

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