heritage more tangible, as a means of preservation.
Future work can delve into the relationship between
specific game elements and the dimensions of
situational interest to develop design principles in
crafting such AR game-based experiences.
Feedback on the game’s lack of branching
narratives and lack of content coverage on more niche
locations corroborate the common perception of
serious games being too boring and predictable to
keep players engaged. Whereas these limitations were
deliberate design choices to ensure a reasonable
walking distance in a single game session (Fränti and
Fazal, 2023), it raises the question of the balance
between the pedagogical and entertainment aspects of
such a serious game. More secluded locations and
branching narratives in a location-based game, where
learning tasks are connected to relevant POIs, will
likely deviate from the “serious” aspect of the game
but may increase player motivation through perceived
in-game autonomy (Ryan et al., 2006). Future work
should consider carefully the balance between the
“serious” and “game” aspects while designing game-
based learning environments to ensure both
entertainment and education criteria are met (Manuel
et al., 2019).
Ultimately, this study was fruitful in gaining some
insight into the potential of employing AR game-
based learning environments in the subject of school
heritage preservation.
ACKNOWLEDGEMENTS
We would like to express our deepest gratitude to Dr
Lim Yang Teck Kenneth from the National Institute
of Education for his invaluable guidance and
feedback throughout the project; along with his team,
Ahmed and Richard, who generously provided
technical knowledge and expertise.
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