Understanding cultural heritage by visiting cultural sites is vital to individuals and communities across the world. It is, therefore, important to create authentic learning situations where students can experience and meaningfully learn about cultural heritage; however, authentic learning in situ can be a challenge. Learning during educational field trips at cultural sites is often not well supported, while students’ interest and motivation to learn are not always activated, which ultimately impacts the learning experience during the visit. Furthermore, students may be distracted with off-task activities and by the novelty effect of the setting during the field trip and may find it difficult to dedicate themselves to the learning activities. Augmented and virtual reality technologies, and approaches such as gamification, have created new contexts for location-based, technology-enhanced learning, which can help address some of the challenges faced during educational field trips. This paper describes the design and validation of CompARe, a gamified augmented reality learning environment (LE) created to support student learning while visiting a cultural heritage site. The CompARe LE is built around an inquiry-based scenario in which students, working in groups, take on the role of art historians and are asked to date an important wall mosaic by visiting four digital hotspots located throughout the site. CompARe was developed and validated using a design-based methodology. We present two case studies of upper elementary students using CompARe and discuss the affordances and challenges of the learning experience. We conclude with lessons learned about the effectiveness of the CompARe learning approach and discuss future steps.
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