ABSTRACT
This poster presents the design of our study that develops and implements a digitally augmented ubiquitous STEM learning experience called GreenDesigners. We study how this learning experience equips science learners with sustainable engineering concepts and design practices. Our paper focuses on five elements in our learning and research design that enable high school students to initiate rich interactions as they engage with a gamified-trail of augmented information layered onto the real world setting of a solar demonstration home. Our presentation will elaborate upon these elements to bring out a critical analysis of the decisions taken in the design and pilot testing process.
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