## 3 AR Geography Applications
### AR App for 5 th Grade: Greece  
The first AR app is addressed to fifth-grade pupils of Greek primary school and is designed for teaching Geography and specifically for learning about Greece. When the app starts, the main screen appears including three buttons (Figure 2). Each one is responsible for a separate function. The left button displays general info about the game, the right button closes the application, and the middle one opens the main menu with the games. When the main menu is clicked, seven buttons appear, one for each game that corresponds to a chapter of the textbook. After a game is selected, the pupil has  
Figure 1: The architecture of AR apps. Figure 2: The main menu (**left**) and the games that correspond to each chapter (**right**). to constantly scan the QR Code through the camera, which is in the corresponding chapter of the textbook. As soon as the scan is done, the augmented environment appears on the book. At the end of each game, the result of the pupil's performance is displayed. The first game includes the material from the book chapter \"Types of maps\" (Figure 3). At the beginning of the game, the instructions are presented to the pupil in order to understand the procedure that s/he has to follow to complete the game. Up to this point, the pupil has two options-either to return to the main menu or to start playing the game. By selecting the game, the camera of the device turns on, giving the opportunity to scan the QR Code that exists in the textbook in the corresponding chapter. By scanning the QR Code, the augmented objects are revealed. The game resembles a 3D classroom, which consists of a school board and three different types of maps. On the school board, the questions are displayed in random order each time. The question appears and the pupil has to select the correct type of map. Then, the next question is shown on the school board. This process is repeated for all the questions. After answering all of them, the game presents to the pupil his/her score. After discussing the results with the teacher, s/he can return to the main menu by pressing the button at the bottom of the screen. The second game refers to the \"Orientation\" chapter (Figure 4). The goal of this game is to make the pupils understand the basic elements of orientation and how a person can navigate in a place. In the first scene, the pupil has to read the instructions to complete this game. After entering the main game, the pupil scans the QR Code and the game environment is displayed, showing a scene with a variety of 3D objects that are placed in different positions. The pupil should carefully read each of the sentences and choose the appropriate answer to fill in the sentence. This is achieved by selecting one of the four buttons that appear at the bottom of the screen. The sentences are displayed in a random order each time. With the completion of the game, the total score of the pupil is shown. Figure 3: The game “Types of maps”. The next game is called \"Coasts of Greece\" and aims to teach pupils the coastal features (Figure 5). Firstly, the game instructions are presented and then the scanning of the QR Code is required. Soon after, different coastal features (e.g., peninsulas, bays, capes, etc.) are presented in sequence through a 3D representation of the map of Greece. Thanks to a button at the top of the screen, the pupil can explore the 3D coastal features by rotating them up to 360\({}^{\circ}\). As s/he explores each one of them separately, s/he selects which one of the buttons that appears on the side of the screen, corresponds to the specific coastal feature. When an answer is selected, the existing button disappears and a text referring to some information about the coastal feature is displayed. After closing the text, the next button becomes active, waiting to be matched with the correct feature. After everything is answered, the summary is presented to the pupil for discussion with the teacher. The fourth game is about the \"Islands of Greece\" (Figure 6).