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Case 09 — AR and Location-Based Experiences and Spatial Literacy

Case 09 — AR and Location-Based Experiences and Spatial Literacy

Overview

Item Content
Period Mid-to-late 2010s (Pokémon GO 2016, AR app spread)
Technology Augmented reality, GPS and location-based services, smartphone cameras
Literacy Spatial information, maps and coordinates, on-site exploration, gamification

Transition Point

From the method of looking at a laptop map and memorizing it to standing on site and reading the location the screen tells you. A sense emerged of education and experience connecting to space like a game.

Literacy Improvement Mechanisms

  1. Rebirth of map reading: Matching on-screen arrows to real distances
  2. On-site observation: Comparing AR guidance with the actual scene
  3. Route design: Linking courses and missions into a sequence
  4. Safety and etiquette: Real-world spatial rules — roads, private property, traffic

Field Operation Tips

  • Instead of Pokémon GO, reproduce the same structure with village mission cards + a map app
  • Plant QR codes and mission spots along the experience course
  • Output: a mini course map with three spots

Implications for Paju Activist Training

  • A design method for converting local experience courses into smartphone mission formats
  • A 2010s model for tourism–education convergence programs
  • Naturally embedding safety rules inside the missions

Notes

  • Spatial UX born in games extended into education and experience operations