This 25-slide presentation applies Elizabeth Ellsworth's (2005) pedagogically charged environments to classrooms, to Henry Jenkins and Kurt Squire's (2002) game worlds, and to augmented reality games in order to:
address the situatedness of different learning environment,
demonstrate the correlation between sensory engagement and effective learning experiences,
and argue that some of the problems of both physical and virtual learning environments can be straddles by augmented reality -- specifically by AR games.
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Some of the advantages of augmented reality learning environments, and how they can be used to create "processual paths" in Place Based Inquiry.