Change display time — Currently: Eastern Daylight Time (EDT) (Event time)

Digital docents: Preserving place through Geocaching Adventure Labs

,

Poster
Poster Theme: AI & Emerging Tech in Education
Save to My Favorites

Session description

Want your students creating authentic history projects that reach real audiences? Interested in transforming your students into community historians and digital publishers? Learn how elementary students can build Geocaching Adventure Labs for their community’s historic sites. Leave with everything you need to launch similar student-driven projects in your community.

Outline

The following content will be presented:
1. Student journey from concept to publication (e.g., goal setting, location selection process, design decisions, technical execution, publication process)
2. Authentic challenges and solutions (e.g., securing permissions, GPS accuracy problems, historical accuracy, necessary revision)
3. Community impact and results (e.g., user completion statistics and feedback, student learning outcomes)
4. Replication framework (e.g., step-by-step implementation timeline, curriculum integration across ELA, Social Studies, Technology, and Math standards)
5. Technical How-To Content (e.g., Adventure Lab app mechanics and navigation, GPS coordinate determination and verification, question writing for location-based learning, photo selection, publication approval process).

Audience Connection and Engagement Strategies

Participants will experience the Adventure Lab firsthand via their mobile device or the tablet connected to an external display. They will be asked to answer an actual question from the published adventure. This hands-on experience will create an immediate understanding of what an Adventure Lab is and why it engages learners. The elementary student presenter aspect also creates an authentic, natural connection. Due to the nature of a poster presentation, this session adapts to each participant’s context and interests. Post-session engagement continues through a student-designed website (accessible via QR code) featuring downloadable resources, step-by-step video guides, and project examples. Regarding process, typically this would look like introducing the project, trying Adventure Lab, describing the research process, discussing technical how-to, challenges and solutions, implementation guide, and impacts and results.

More [+]

Outcomes

After this session, participants will be able to:
1. Design and implement a student-led Adventure Lab project in their own community by following a step-by-step timeline from initial brainstorming through publication.
2. Teach students to conduct primary source research using historical archives, oral histories, photographs, and museum collections to develop accurate historical narratives.
3. Navigate the Adventure Lab app including creating locations, writing engaging questions, determining GPS coordinates, uploading photographs, and submitting content for publication approval.
4. Scaffold the design process so students make authentic decisions about location selection, question development, and user experience while maintaining historical accuracy.
5. Facilitate student collaboration with adult experts while helping students develop professional communication skills, interview techniques, and respectful community engagement.
6. Integrate Adventure Lab projects across content areas by aligning research, writing, geography, technology, and critical thinking skills.

More [+]

Supporting research

DaCosta, B., & Kinsell, C. (2023). Serious games in cultural heritage: A review of practices and considerations in the design of location-based games. Education Sciences, 13(1), 47. https://doi.org/10.3390/educsci13010047

Gruno, J., & Gibbons, S. (2021). COVID-19 and beyond. Physical & Health Education Journal, 87(3), 1-15.

Ling, L., Yelland, N., Hatzigianni, M., Dickson-Deane, C. (2022). The use of Internet of Things devices in early childhood education: A systematic review. Education and Information Technologies, 27(5), 6333-6352. https://doi.org/10.1007/s10639-021-10872-x

Marques, M. M., & Pombo, L. (2021). The impact of teacher training using mobile augmented reality games on their professional development. Education Sciences, 11(8), 404. https://doi.org/10.3390/educsci11080404

Nilsson, P., & Lund, J. (2023). Design for learning – involving teachers in digital didactic design (D3). Interactive Technology and Smart Education, 20(1), 142-159. https://doi.org/10.1108/ITSE-08-2021-0143

Pombo, L., & Marques, M. M. (2021). Guidelines for teacher training in mobile augmented reality games: Hearing the teachers’ voices. Education Sciences, 11(10), 597. https://doi.org/10.3390/educsci11100597

Saxena, M., & Mishra, D. (2021). Gamification and Gen Z in higher education: A systematic review of literature. International Journal of Information and Communication Technology Education, 17(4), 1-22. https://doi.org/10.4018/IJICTE.20211001.oa10

Sihvonen, P., Lappalainen, R., Herranen, J., & Aksela, M. (2024). Promoting sustainability together with parents in early childhood education. Education Sciences, 14(5), 541. https://doi.org/10.3390/educsci14050541

Sofie, L., Svensson, M., & Ann-Britt, E. (2021). Digitalisation in early childhood education: A domestication theoretical perspective on teachers’ experiences. Education and Information Technologies, 26(4), 4879-4903. https://doi.org/10.1007/s10639-021-10501-7

van Kraalingen, I. (2023). Theorizing technological mediation in the outdoor classroom. Postdigital Science and Education, 5(3), 754-776. https://doi.org/10.1007/s42438-022-00315-2

More [+]

Presenters

Photo
Professor
Mercer University
Photo
Professor
Mercer University

Posters in this theme:

Session specifications

Topic:

Innovative Learning, Making, and Fabrication

Grade level:

3-5

Audience:

Curriculum Designer/Director, Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

Smartphone: Android, iOS

Participant accounts, software and other materials:

Geocaching Adventure Lab app (https://www.geocaching.com/sites/adventure-lab/en/)

Subject area:

Elementary/Multiple Subjects, Interdisciplinary (STEM/STEAM)

ISTE Standards:

For Educators: Collaborator
For Students: Knowledge Constructor, Innovative Designer

Transformational Learning Principles:

Spark Curiosity, Prioritize Authentic Experiences

Additional detail:

Student presentation