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  4. Promoting Water Culture Through Augmented Reality and Gamified Experiences
 
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Promoting Water Culture Through Augmented Reality and Gamified Experiences

Journal
Lecture Notes in Computer Science
Human-Computer Interaction
ISSN
0302-9743
1611-3349
Date Issued
2025
Author(s)
Jadán Guerrero, Janio
Centro de investigación en Mecatrónica y Sistemas Interactivos
Arias Flores, Hugo Patricio
Centro de Investigación de Ciencias Humanas y de la Educación
Piedra Ansatuña, Mario
Facultad de Arquitectura, Diseño y Artes
Marcos Chacón-Castro
Type
book-chapter
DOI
10.1007/978-3-031-93965-5_27
URL
https://cris.indoamerica.edu.ec/handle/123456789/9388
Abstract
This article examines the design and development process of interactive and immersive learning environments focused on conservation, management and responsible use of water. Using the Game Thinking methodology, interdisciplinary groups were formed, consisting of students from three different Master’s programs, along with designers, programmers, experts from the Quito Metropolitan Public Water and Sanitation Company (EPMAPS), and members of Foundation for the Support of Sustainable Development in Ecuador (FADSE). A total of 135 participants contributed diverse perspectives in education, user experience, technology, and sustainability. The objective was to develop proposals that would connect with children, young people, and adults to raise awareness about responsible water use, the consequences of waste, the contamination of water sources and simulate the consequences of water decisions in urban and rural environments. The study demonstrated that master’s students can play a significant role in addressing real urban challenges and that, when properly guided, their ideas can lead to innovative solutions aligned with emerging technologies. The developed solutions were evaluated by the students themselves alongside their peers, revealing that interactive tools not only promote active participation but also strengthen the emotional connection with the new water culture. Furthermore, the project emphasized accessibility, scalability, and cultural relevance, ensuring inclusive and sustainable educational solutions. In the future, the study will aim to assess the impact of these initiatives on public awareness and behavior.
Subjects
  • Artificial Intelligen...

  • Augmented Reality

  • Game Design

  • Game Thinking

  • Gamification

  • Management

  • Pollution

  • SDG 6 (Clean Water an...

  • Sustainability

  • Virtual Reality

  • Water

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Acquisition Date
Aug 29, 2025
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