Chapter 14 Augmented Education: Location-Based Games for Real-World Teaching and Learning Sessions Peter Mozelius, Jimmy Jaldemark, Sofia Eriksson Bergström and Marcus Sundgren Abstract GPS-equipped smartphones have enabled the construction of location-based games. In augmented reality (AR), fantasy worlds are mapped to real-world settings. Two location-based AR games that use historical markers as points of interest are Ingress and Pokémon GO. This chapter describes and discusses how PokéStop statues in Pokémon GO can be used in primary school outdoor sessions. A case study was conducted on how fifth-grade students learned about local history, social sciences and humanities during game sessions. Findings suggest that AR could be an inspiring extension in educational settings, if activities are aligned to the surroundings and learning objectives and outdoor gaming activities are followed up in more traditional classroom sessions. 14.1 Introduction The new generation of GPS-equipped smartphones have opened up new ways of outdoor gaming in which engaging fantasy worlds can be combined with real- world settings. Computer gaming has traditionally been associated with a sedentary lifestyle (Telama et al. 2005), but emerging trends such as location-based games and augmented reality are extending the boundaries. Location-based games are often designed with the idea of mapping real-world settings to parallel virtual gaming worlds, where a majority of the interplay occurs at so-called points of interest (POIs). The navigation between the game’s POIs often involves the use of maps that can be physical maps or digital built-in maps (Nadarajah et al. 2016). A broad definition of augmented reality (AR) is a system that combines real- world objects with virtual objects or superimposed information (Bacca et al. 2014). In the system, virtual objects appear to coexist with real-world objects, and both can be mixed in games or simulations (Azuma et al. 2001). The most well-known location-based game that uses POIs in an AR mix is Pokémon GO, a game that gained worldwide popularity in the summer of 2016. One week after the game’s P. Mozelius (B ) · J. Jaldemark · S. E. Bergström · M. Sundgren Mid Sweden University, Östersund and Sundsvall, Sweden e-mail: peter.mozelius@miun.se © Springer Nature Switzerland AG 2019 V. Geroimenko (ed.), Augmented Reality Games I, https://doi.org/10.1007/978-3-030-15616-9_14 217