As I write this on July 15th 2016, the new game Pokémon Go has not even been officially released yet in Finland, yet pictures of Pokémon creatures have started to emerge in my social media streams.
Apparently the game is quite addictive. Augmented reality technologies and location-based games have been around for years (remember e.g. the cool Finnish game Shadow Cities?), but this is the first time they really break into mainstream. After a successful entry into consumers’ lives, they can also sneak into learning.
There are already several location-based games and platforms designed for learning, in Finland for example Citynomadi and Seppo. I hope that Pokémon Go’s success will accelerate their adoption in education, as well as generate many others!
I believe that majority of learning will be “stationary” also in the future, happening in places like the classroom, student’s own room, or library. That being said, the combined effect of BYOD, smart phones, and location-tracking will no doubt increase the relative importance of location-based educational games.
Nice thing about location-based games is that you can teach virtually anything with them. Of course it adds another interesting layer to the game if the augmented content is somehow related to the physical surroundings, for example questions about buildings which can be seen from the spot. This is not necessary, however, just like Pokémon creatures are not related to the surroundings where they can be found in the Go game.
I am an advocate of gamification and believe also in extrinsic motivators it utilizes in engaging the students. If embedding exercises on mathematics, foreign languages, and other school subjects increase the student engagement, I am all for it!
Flickr image CC credits: Eduardo Woo