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The Art of Tacit Learning in Serious Location-Based Games

journal contribution
posted on 2024-11-02, 19:09 authored by Jacob Sheahan, Hugh Davies, Larissa HjorthLarissa Hjorth
Over the past two decades, location-based games have moved from media art fringes to the mass cultural mainstream. Through their locative affordances, these game types enable practices of wayfaring and placemaking, with the capacity to deliver powerful tacit knowledge. These affordances suggest the potential for the development of location-based games in educational contexts. This paper presents three cases studies—TIMeR and Wayfinder Live and Pet Playing four Placemaking—to illustrate how each uses elements of wayfaring and placemaking to bring new opportunities for education through a tacit knowledge approach.

History

Related Materials

  1. 1.
    DOI - Is published in 10.3389/feduc.2021.686633
  2. 2.
    ISSN - Is published in 2504284X

Journal

Frontiers in Education

Volume

6

Number

686633

Start page

1

End page

11

Total pages

11

Publisher

Frontiers

Place published

Switzerland

Language

English

Copyright

Copyright © 2021 Sheahan, Davies and Hjorth. This is an open-access article distributed under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0) License (CC BY)

Former Identifier

2006113085

Esploro creation date

2023-04-28

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