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1

Kosheleva, L. A., and E. A. Peshkova. "Master class for teachers "Secrets of geocaching" as a way to find like-minded people and develop a pedagogical idea." Informatics in school, no. 3 (July 9, 2023): 10–23. http://dx.doi.org/10.32517/2221-1993-2023-22-3-10-23.

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Geocaching is a game that consists in creating your own caches and searching for the caches of other participants of the game using navigation devices. The game is known all over the world and exists in various forms: for example, corporate or educational geocaching. The article considers an example of a master class "Secrets of geocaching", where teachers get acquainted with the concept of educational geocaching, forms and examples of its organization; make up the scenario of virtual educational geocaching and geocaching with access to the area. Master classes conducted by teachers for teache
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Ihamäki, Pirita Johanna. "Geocaching: Interactive Communication Instruments Around the Game." Eludamos: Journal for Computer Game Culture 6, no. 1 (2011): 133–52. http://dx.doi.org/10.7557/23.6142.

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This article presents a study of geocaching, a mobile outdoor game, and explores the interactive communication instruments players use. In this case study, an interaction communication instrument refers to all the means by which players communicate with each other, including devices and services related to the game. This case study was carried out as an Internet survey with 21 geocachers. The study also discusses articles, which offer more of an informative picture of the global game of geocaching, several related applications, communication channels used by players, and new services around th
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Falcão, Ana, António Damásio, and Ricardo Melo. "Profile of practice, travel behaviour and motivations for geocaching." European Journal of Tourism Research 16 (July 1, 2017): 92–107. http://dx.doi.org/10.54055/ejtr.v16i.280.

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Geocaching is a recreational sport activity considered as a postmodern treasure hunting game. Associated with the movement to distant places, the search for new landscapes, culture and adventure, geocaching is being integrated into the tourism industry. In spite of its growth and economic significance, few studies have been developed to understand this sport tourism activity. Thus, this study was developed to understand the geocaching practice profile, geocaching travel behaviour and the motivations for the practice of geocaching, and to examine whether these variables are associated with the
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Adamčák, Štefan, and Miroslav Nemec. "Informovanosť žiakov základných škôl o globálnom polohovom systéme a hre geocaching vo vybraných mestách a obciach východného Slovenska." Studia sportiva 10, no. 2 (2016): 112–20. http://dx.doi.org/10.5817/sts2016-2-11.

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In our contrinbution we are dealing with awareness of boys and girls about global positioning system and navigating game geocaching. The research was realized in chosen towns and communities of East Slovakia on the sample of 437 pupils from 8th and 9th grade. Our results are pointing to the fact, that abbreviation GPS is clearly known by more than 62% respondents (boys and girls) and GPS receiver is used by them mainly in navigation in town, nature and when navigating in the car. Geocaching concept is not known for 60 % respondents and the interest in trying the navigating game geocaching duri
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Dobek, Mateusz, and Marcin Kozieł. "Geocaching w Roztoczańskim Parku Narodowym." Annales Universitatis Mariae Curie-Sklodowska, sectio B – Geographia, Geologia, Mineralogia et Petrographia 70, no. 2 (2016): 191. http://dx.doi.org/10.17951/b.2015.70.2.191.

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<p>Geocaching is a type of a field game, which consists in finding caches (ang. Cache) placed earlier in the area. Participants of the game find the approximate location of a hidden "treasure" basing on geographic coordinates and descriptions contained on the website and using GPS. Perceptiveness, creativity and unconventional thinking should be demonstrated to find a cache. There is a so called logbook in a hidden container in which its finding should be recorded, and then this fact must be confirmed on a special website (http://www.geocaching.com, http://www.geocaching.pl). Geocaching
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Gromova, S. F., and N. S. Skorobogatov. ""Around the world in 34 hours". Virtual geocaching as a means of forming students' meta-subject competencies." Informatics in school, no. 1 (April 15, 2025): 39–52. https://doi.org/10.32517/2221-1993-2025-24-1-39-52.

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The article discusses the use of virtual geocaching technology in extracurricular activities in informatics. Virtual geocaching is an educational technology that is a game in which students travel around the virtual world, learn interesting facts about cities and countries, complete applied tasks and receive geographic coordinates of new "treasures" for the correct solution. unusual for pedagogical practice, the virtual geocaching technology helps to activate the educational and cognitive activities of students who actively respond to the use of new digital tools in learning. the article prese
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Palang, Hannes. "Maastik kui mänguväljak." Mäetagused 84 (December 2022): 163–76. http://dx.doi.org/10.7592/mt2022.84.palang.

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This paper studies further the idea expressed by Paul Claval about landscape as a playground. For a decade, scholars have wondered whether games such as geocaching could be used if not in planning, then at least in getting feedback about people’s landscape preferences. This paper studies the role of geocaching in landscape changes through three lenses: geocaching as consumption of nature’s contribution to people, as influence on the environment, and as place making. The author concludes that, first, landscape can indeed serve as a playground and let the players inscribe on its layers of meanin
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8

Ihamäki, Pirita. "Social tribe culture case study: geocaching game." International Journal of Web Based Communities 11, no. 1 (2015): 97. http://dx.doi.org/10.1504/ijwbc.2015.067087.

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9

Balzan, Mario V., and Iain Debono. "Assessing urban recreation ecosystem services through the use of geocache visitation and preference data: a case-study from an urbanised island environment." One Ecosystem 3 (June 5, 2018): e24490. http://dx.doi.org/10.3897/oneeco.3.e24490.

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Recreation is an important cultural ecosystem service and is one way in which communities experience the direct and indirect benefits arising from the experiential use of their environment. The recent rise in popularity of Global Positioning System (GPS) game applications, which combine information technology with an activity that increases mobility and encourages outdoor enjoyment, provides ecosystem service practitioners with an opportunity to make use of this georeferenced data to assess recreational ecosystem services. Geocaching is one such worldwide outdoor game. It has fixed points of i
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Balzan, Mario V., and Iain Debono. "Assessing urban recreation ecosystem services through the use of geocache visitation and preference data: a case-study from an urbanised island environment." One Ecosystem 3 (June 5, 2018): e24490. https://doi.org/10.3897/oneeco.3.e24490.

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Recreation is an important cultural ecosystem service and is one way in which communities experience the direct and indirect benefits arising from the experiential use of their environment. The recent rise in popularity of Global Positioning System (GPS) game applications, which combine information technology with an activity that increases mobility and encourages outdoor enjoyment, provides ecosystem service practitioners with an opportunity to make use of this georeferenced data to assess recreational ecosystem services. Geocaching is one such worldwide outdoor game. It has fixed points of i
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11

Sadykova, Elza Failevna, and Tat'yana Andreevna Miryugina. "Peculiarities of organization of educational environmental geocaching for the students of public schools." Педагогика и просвещение, no. 3 (March 2020): 54–62. http://dx.doi.org/10.7256/2454-0676.2020.3.33625.

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The subject of this research is the peculiarities of organization of educational environmental geocaching for the public school students. Current a relevant trend in development of modern education is the model of open, informal education. Educational geocaching is one of the forms of organization of work with the students of informal education. Special attention is given to achievement of goals of environmental education using the activity approach. The authors believe that the students’ knowledge of environmental situation should be obtained through their involvement and nonstandar
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Lund, Kate, Mark Lochrie, and Paul Coulton. "Designing Scalable Location Based Games that Encourage Emergent Behaviour." International Journal of Ambient Computing and Intelligence 4, no. 4 (2012): 1–20. http://dx.doi.org/10.4018/jaci.2012100101.

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In general location based games have failed to achieve wide scale adoption that many predicted and the only such game that can truly claim wide scale success is Geocaching. Arguably this is partially due to fact that the majority of these games draw their inspiration directly from video games rather than the way users engage with public spaces. The authors present the design rationale behind the development of a Location Based Game, Big Game Huntr that was created specifically with player engagement with space at its heart. Presented are the lessons learnt from transitioning this game from bei
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Gong, Huiwen, Robert Hassink, and Gunnar Maus. "What does <i>Pokémon Go</i> teach us about geography?" Geographica Helvetica 72, no. 2 (2017): 227–30. http://dx.doi.org/10.5194/gh-72-227-2017.

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Abstract. Pokémon Go, a highly popular, recently launched augmented-reality-based video game, fosters players' interaction with the real world. In this commentary we elaborate on how location-based games, such as Pokémon Go, have provided insights into the perception and understanding of space, as well as into their impact on patterns of mobility. In addition to that, we compare Pokémon Go with geocaching, another location-based game, to further elaborate on what Pokémon Go fails to do in terms of the practices of geographical exploration.
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Fornasini, Silvia, Marco Dianti, Alessandro Bacchiega, Stefano Forti, and Diego Conforti. "Using Geocaching to Promote Active Aging: Qualitative Study." Journal of Medical Internet Research 22, no. 6 (2020): e15339. http://dx.doi.org/10.2196/15339.

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Background Over the past few years, the development of technologies supporting active aging has been increasing. Among the activities that promote physical exercise by using technologies is geocaching—a treasure hunt of sorts in which participants use a receiver GPS to hide or find real or virtual objects. Although this activity is particularly suited to the promotion of healthy lifestyles in older people, geocaching remains to be unexplored in this area. Objective This study aimed to investigate the effectiveness of activities combining geocaching and self-tracking technologies to promote act
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15

Ihamäki, Pirita. "GameFlow experience model: understanding player enjoyment in pervasive adventure geocaching game." International Journal of Wireless and Mobile Computing 7, no. 6 (2014): 536. http://dx.doi.org/10.1504/ijwmc.2014.065605.

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16

Pombo, Lúcia, Margarida Morais Marques, Margarida Lucas, Vânia Carlos, Maria João Loureiro, and Cecília Guerra. "Moving learning into a smart urban park: students' perceptions of the Augmented Reality EduPARK mobile game." Interaction Design and Architecture(s), no. 35 (December 20, 2017): 117–34. http://dx.doi.org/10.55612/s-5002-035-006.

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The EduPARK game is developed under a game-based learning methodology. It is designed for outdoor learning settings by employing geocaching principles and mobile Augmented Reality technologies. The game aims to develop users’ authentic and autonomous learning about diverse interdisciplinary themes in a smart urban park. It integrates learning guides for different target groups of basic education. The purpose of this paper is to present the game prototype development, and its first cycle of refinement, as the study followed a design-based research approach. The game evaluation involved 74 stude
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17

Litka, Paulina, and Bartłomiej Stolarz. "Historical Geocaches of the City of Lublin. Traces of Making the Study of History Practical." Res Historica 56 (December 21, 2023): 1219–44. http://dx.doi.org/10.17951/rh.2023.56.1219-1244.

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Geocaching is a type of outdoor game that involves finding hidden caches (geocaches) using satellite navigation and a mobile application. The Historic Geocaches of the City of Lublin project aims to create thematic (historical) geocaches in the urban space, which would introduce their explorers to the history of the city. Moreover, it is part of an unusual tourist product with an emphasis on historical themes, where, among other things, discovering diverse cultures, and learning about forgotten or little-known spaces of the city constitutes a kind of „educational intellectual play”, and thus l
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18

Palmárová, Viera, and Gabriela Lovászová. "MOBILE TECHNOLOGY USED IN AN ADVENTUROUS OUTDOOR LEARNING ACTIVITY: A CASE STUDY." Problems of Education in the 21st Century 44, no. 1 (2012): 64–71. http://dx.doi.org/10.33225/pec/12.44.64.

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Digital devices like smart phones, tablets, PDAs and GPS navigators provide teachers in primary and secondary schools with new and attractive chances to teach in a constructivist/constructionist way. The research was aimed at designing an engaging outdoor learning activity based on collaboration and active using of mobile technology. The suggested learning activity was inspired by a real-world treasure hunting game called Geocaching and was realized with 2 groups of pupils aged 10-14. Children used a GPS-enabled PDA to navigate from their current location to another. They encountered various t
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19

Prunotto, Ale. "Towards an integrated theory of mediation: Combining postphenomenology and media ecology to understand the experience of location-based games." Explorations in Media Ecology 21, no. 2 (2022): 231–49. http://dx.doi.org/10.1386/eme_00131_1.

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This article highlights the utility of combining postphenomenology and media ecology to understand how experience is mediated in the context of location-based games. While both conceptual approaches are concerned with mediation, their analytical toolkits have different and complementary emphases. Postphenomenology is particularly well suited to examining the nature of human–media relations, while media ecology encourages us to apprehend these human–media relations in the context of complex entanglements of relations. This holistic approach is essential to understand how practitioners of locati
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20

Boulaire, Christèle, and Bernard Cova. "The dynamics and trajectory of creative consumption practices as revealed by the postmodern game of geocaching." Consumption Markets & Culture 16, no. 1 (2012): 1–24. http://dx.doi.org/10.1080/10253866.2012.659434.

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21

Klausen, Maja. "Re-enchanting the city: Hybrid space, affect and playful performance in geocaching, a location-based mobile game." Journal of Urban Cultural Studies 1, no. 2 (2014): 193–213. http://dx.doi.org/10.1386/jucs.1.2.193_1.

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22

Halpern, Megan K., Max Evjen, Dan Cosley, et al. "SunDial: embodied informal science education using GPS." MedieKultur: Journal of media and communication research 27, no. 50 (2011): 18. http://dx.doi.org/10.7146/mediekultur.v27i50.3341.

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Science centers serve a number of goals for visitors, ideally providing experiences that are educational, social, and meaningful. This paper describes SunDial, a handheld application developed for families to use at a science center. Inspired by the idea of geocaching, the high-tech treasure hunting game that utilizes GPS technologies, SunDial asks families to use a single handheld device to locate and participate in a series of learning modules around the museum. Observations of 10 families suggest that it supports rich informal science education experiences, provides insights about families&
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23

Lorenz, Mario, Jennifer Brade, Philipp Klimant, Christoph-E. Heyde, and Niels Hammer. "Age and gender effects on presence, user experience and usability in virtual environments–first insights." PLOS ONE 18, no. 3 (2023): e0283565. http://dx.doi.org/10.1371/journal.pone.0283565.

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Virtual Reality (VR) is applied in various areas were a high User Experience is essential. The sense of Presence while being in VR and its relation to User Experience therefore form crucial aspects, which are yet to be understood. This study aims at quantifying age and gender effects on this connection, involving 57 participants in VR, and performing a geocaching game using a mobile phone as experimental task to answer questionnaires measuring Presence (ITC-SOPI), User Experience (UEQ) and Usability (SUS). A higher Presence was found for the older participants, but there was no gender differen
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Domina, Zhanna H., Oleksii V. Tymoshenko, Iryna S. Markus, et al. "Improving high school students’ somatic and mental health through interactive methods of physical education." Acta Balneologica 66, no. 4 (2024): 256–61. http://dx.doi.org/10.36740/abal202404107.

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Aim: To investigate the effectiveness of using interactive methods of physical education to improve the physical and psycho-emotional state of high school students. Materials and Methods: The research involved 42 high schoolers (boys) aged 16-17. Two groups were formed (CG and EG) of 21 persons in each. Mainly interactive physical education methods in the natural environment were used in the physical education of the EG schoolers. In the CG, the traditional method of physical education was used, which included various types of physical exercises with the predominant use of the reproductive met
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Neustaedter, Carman, Anthony Tang, and Tejinder K. Judge. "Creating scalable location-based games: lessons from Geocaching." Personal and Ubiquitous Computing 17, no. 2 (2011): 335–49. http://dx.doi.org/10.1007/s00779-011-0497-7.

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Farman, Jason. "Creative Misuse as Resistance: Surveillance, Mobile Technologies, and Locative Games." Surveillance & Society 12, no. 3 (2014): 377–88. http://dx.doi.org/10.24908/ss.v12i3.4981.

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By focusing on loctive, mobile games that utilize GPS tracking in playful ways—from games such as geocaching and GPS::Tron to artistic GPS projects like Paula Levine’s San Francisco&lt;&gt;Baghdad and Jeremy Wood’s GPS drawings—this paper points to two key issues for the intersection of surveillance and games. First, I argue that games can creatively misuse surveillance technologies as a form of resistance. Second, such creative misuse creates a particular embodied relationship to surveillance, what I term the “sensory-inscribed body.” Ultimately, the sensory-inscribed body, through creative m
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27

Т.П., Грушина. "Методика организации образовательного геокешинга". Вестник МГПУ. Серия Естественные науки, № 4(36) (17 січня 2020). http://dx.doi.org/10.25688/2076-9091.2019.36.4.8.

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В статье рассматриваются методические особенности организации образовательной командной игры с применением геокешинга с целью реализации межпредметных связей, повышения познавательного интереса учащихся. The article deals with the methodological features of the organization of educational team game with the use of geocaching, in order to implement interdisciplinary connections, increase the cognitive interest of students.
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Houlbrook, Ceri, and Adam Parker. "Finding love: The materialities of love-locks and geocaches." Journal of Material Culture, September 25, 2020, 135918352095937. http://dx.doi.org/10.1177/1359183520959373.

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This article is the product of a collaboration between a folklorist researching the global phenomenon of love-locks (padlocks attached to public structures in declaration of romantic commitment) and an archaeologist who also happens to be a player of ‘Geocaching’ (a real-world, outdoor treasure hunting game using GPS-enabled devices). A chance discussion between the two revealed significant overlaps between love-locking and geocaching, despite the two practices being divergent in function and intention. Some overlaps are tangible, with love-locks forming an integral component of a number of ge
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Samołyk, Mariusz. "The secret tourism in the 21st century - a decade of geocaching in Poland." July 31, 2017. https://doi.org/10.5281/zenodo.1039856.

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Samołyk Mariusz. The secret tourism in the 21st century - a decade of geocaching in Poland. Journal of Education, Health and Sport. 2017;7(7):1084-1094. eISSN 2391-8306. DOI http://dx.doi.org/10.5281/zenodo.1039856 http://ojs.ukw.edu.pl/index.php/johs/article/view/4996 https://pbn.nauka.gov.pl/sedno-webapp/works/835841 The journal has had 7 points in Ministry of Science and Higher Education parametric evaluation. Part B item 1223 (26.01.2017). 1223 Journal of Education, Health and Sport eISSN 2391-8306 7 © The Authors 2017; This article is published with open access at Licensee Open Journal Sy
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30

Nolan, Maureen, Stephanie Wright, Matthew Parsons, Lori Tschirhart, Laura Barrett, and Linda Whang. "Science Experiments: Reaching Out to Our Users." Issues in Science and Technology Librarianship, no. 55 (November 1, 2008). http://dx.doi.org/10.29173/istl2459.

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The authors discusses the experiments they conducted at the University of Washington (UW) on both traditional and unconventional methods of reaching out to library users. Among the efforts tried by the authors were going outside of a library to meet users in their spaces and employing virtual library on the Internet. Another method is an adventure game called geocaching intended for global positioning systems (GPS) users. The authors cited social networking as an easy approach to reach out to library users.
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Tafari, Menelik. "Games4Justice: Game Reports." InterActions: UCLA Journal of Education and Information Studies 19, no. 1 (2024). http://dx.doi.org/10.5070/d41.19444.

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Four games were designed as part of an autoethnographic, teacher research study conducted from 2013-2017 on the implementation of play-, game-, and design-based teaching and assessment. The study was conducted at two urban, independent, K-12 day schools with fewer than 500 and 100 students, respectively, and supported as part of a certification program in Serious Game Design &amp;amp; Research. Pirate Oasis, a six-week ecological engagement, human development game, and the first developed for the Games for Social Justice Course (G4J). Friendship Is Magic, a Alternate Reality Game (Fujimoto, 20
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Nessler, Jasmin, Elisabeth Schaper, and Andrea Tipold. "Proof of Concept: Game-Based Mobile Learning—The First Experience With the App Actionbound as Case-Based Geocaching in Education of Veterinary Neurology." Frontiers in Veterinary Science 8 (December 21, 2021). http://dx.doi.org/10.3389/fvets.2021.753903.

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Case-based learning is a valuable tool to impart various problem-solving skills in veterinary education and stimulate active learning. Students can solve imaginary cases without the need for contact with real patients. Case-based teaching can be well performed as asynchronous remote-online class. In time of the COVID-19-pandemic, many courses in veterinary education are provided online. Therefore, students report certain fatigue when it comes to desk-based online learning. The app “Actionbound” provides a platform to design digitally interactive scavenger hunts based on global positioning syst
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Ana, Slavec, Sajinčič Nežka, and Starman Vesna. "Use of Smartphone Cameras and Other Applications While Traveling to Sustain Outdoor Cultural Heritage." Sustainability 13, no. 13 (2021). https://doi.org/10.3390/su13137312.

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Outdoor cultural heritage is exposed to several detrimental factors, so involving people in its care can greatly help in its preservation. We conducted four focus groups with participants recruited through a screening questionnaire to find ways of including travelers in a citizen science project by learning about how they interact with monuments through photography, travel apps, and location-based games, as well as their preferences regarding these apps. Since people can be apprehensive about installing new apps, we also verified the potential of games like Geocaching and Pok&eacute;mon Go for
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