Learning on the Go Abstract: As a young child, I dutifully followed my grandmother on senior bus tours around Ohio and to our nation’s capital. Discovering new places, meeting new people, and learning the history of both fascinated me. Then, I began my formal education. Reared in the school of rote memorization, history became names and dates aligned in perfect, sequential rows, and I preferred to sleep through it all. Boring textbooks written without any personality did nothing to awaken me. At that time, I thought this was just the way schooling worked, and it was one of those necessary evils one just had to get through. But what if things could be different? The fact is utilizing today s technology CAN make things different. Immersing students in multi-media simulations can make history come alive. Mobile computing can provide opportunities for developmentally appropriate movement and bring authentic learning to distant locations. Multiplayer gaming components allow students to collaborate and engage in higher-order thinking. This poster presentation will discuss the development process to date of an in-progress, location-based, augmented reality simulation design that will utilize GPS and hand-held computing to bring history alive. It will follow the project, based on the Black Heritage Trail in Boston and the Massachusetts Curriculum Framework for 8th-10th grade American History, from its initial conception, discussing the research involved in developing the curriculum; the planning of the gaming components and flow of the simulation; and other design considerations. The poster will also address the differences between the current traditional tour and the proposed interactive simulation. If you are interested in the design process and would like to learn how to transform traditional curriculum into interactive, technology-based instruction, this session would be of interest to you. Additionally, the goal of the presentation would be to network with others interested in mobile learning to gain insights on current technology platforms that could be utilized for the development of the simulation. Description of the planned Poster/Demonstration: A poster and PowerPoint will be used during the demonstration. The poster will have 3 sections: research on gaming and mobile learning; a comparison of the traditional tour with the proposed interactive simulation using mobile computing; and a design section that outlines the considerations and flow of the augmented reality simulation. Problem: The Black Heritage Trail is located on Beacon Hill in Boston, Massachusetts. The trail’s purpose is to share the rich history of Black Bostonians from the mid-1800’s. Run through a partnership of the National Park Service and the Museum of African American History, the goals of the tour include: to promote Black History, to promote change through the power of activism, and to inspire future generations to take a stand in a socially appropriate way for their beliefs and what is right. However, because the majority of the historical sites on the tour are now privately owned properties, tour participants stand outside the doors of buildings and either read a short blurb in a pamphlet on what once happened at that location or listen to a NPS tour guide tell that story while holding up a pixelated image. While the tour guide does a better job of bringing life to the story than the pamphlet, street and pedestrian traffic often make it difficult to hear if one is in the back of a large group. Additionally, the story remains someone else’s story – it is not personal. What was done: The Black Heritage Trail Augmented Reality Project started at the Harvard Graduate School of Education as part of an emerging technologies course taught by Chris Dede. A spin-off of the Handheld Augmented Reality Project (HARP), the original tour was evaluated along with the Massachusetts Curriculum Framework for 8th – 10th grade American History to create the foundation for a new learning program that better covered the state history curriculum, met the goals of the museum, and engaged teen learners. Over the course of a year, the content and flow of the simulation, which immersed learners into the time period by having them become self-emancipated slaves arriving in Boston just prior to the passing of the Fugitive Slave Act in 1850, was developed and refined. Working in conjunction with the Museum of African American History, pre and post trip curriculums were also developed for teachers to use in their classrooms. The simulation itself is used on the walking tour. Students work collaboratively in groups of 4 to become sustainable and stay free. The use of multimedia (and ear buds) allow students to see reenactments of events, listen to speeches that were given, and interact with characters from the past. Currently, the project has moved to Ohio University as part of my doctoral research. Technologies are being researched so a platform can be chosen, and programming can begin. Why the work is important: First, many current AR simulations have been funded by STEM grants and therefore focus on math and science education. Moving into the humanities is a groundbreaking step for this type of research. Secondly, mobile learning helps teachers meet the National Middle School Association recommendations for developmentally appropriate movement and state history curriculum standards. Additionally, the hand-held simulation helps develop 21st Century skills such as collaboration, the use of technology, multimedia literacy, and problem solving. Third, and perhaps most importantly, mobile learning is mobile. GPS devices can be location specific as we have talked about here where students walk the actual trail and the GPS triggers events. However, the same program can also be done to scale in another environment; thereby enabling the Black Heritage Trail tour to be taken on the local football field in Logan, OH; Clovis, NM; Jacksonville, FL; Los Angeles, CA or anywhere else – essentially letting all students to “visit” our nations historical sites.