2, Issue 1 (Summer 2018)
Reinventing New Student
Orientation with an Augmented Reality Scavenger Hunt
Matthew LaBrake, Berkeley College, Online Campus
Maria Deptula, Berkeley College, Paramus Campus
Libraries Journal, volume 2, issue 1, pages 96-103.
Abstract: Augmented reality (AR) overlays digital content onto reality
in real time through the use of camera-enabled devices such as a mobile
phone, tablet, or headset. In educational settings, AR provides us with
the ability to enrich real-world materials with digital content such as
videos and instructional tutorials at point-of-need. In the fall of
2016, Berkeley College librarians, in cooperation with other
departments, reinvented New Students Orientation (NSO) with AR
technology. In addition, they decided to integrate LibAnswers SMS
functionality into the AR activity. By fully assimilating this additional technology into the
activity’s core, they put the library in a place where all
conversations regarding the NSO going forward would have to involve the
library. In this gamified activity, students play detective attempting
to solve “The Mystery of the Stolen Laptop.” Berkeley College
librarians have drawn a lot of positive attention to the library by
introducing a new cutting-edge technology to the college in a practical
way, while engaging students in an important learning activity.
Keywords: augmented reality, gamification, orientation, technology,
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Citation to article:
LaBrake, M., & Deptula, M. (2018). Reinventing New Student Orientation with an Augmented Reality Scavenger Hunt. Marketing Libraries Journal, 2(1), 96-103. Retrieved from http://journal.marketinglibraries.org/august2018/MLJ-v2i1-96-103.pdf