@inproceedings{4768, keywords = {Augmented reality, Augmented reality, Computer generated, cultural heritage, Cultural heritages, Design, Embodied interaction, Embodied interaction, History, Image enhancement, Intangible cultural heritages, museums, Namibia, OvaHimba, Ovahimbum, Primary schools, Real-world, Research-by-design, Research-by-design, Sensory data}, author = {K. Peter and S. Auala and H. Winschiers-Theophilus}, title = {An AR Game for Primary Learners to Safeguard Intangible Cultural Heritage of the Ovahimba Tribe}, abstract = {Augmented Reality (AR) is a new technology that enhances the actual world by superimposing computer-generated or extracted real-world sensory data such as images or sound onto it. Incorporating Augmented Reality into Cultural Heritage has a slew of benefits. Safeguarding of Cultural Heritage is vital because it serves as a link between the past and the present. Museums do not engage their audiences, particularly primary school-aged children, and as a result, youngsters show little interest in their cultural history, and museums cannot compete with more technologically advanced and modern kinds of entertainment. The purpose of this study was to spark children s interest in Cultural Heritage as they engage with it. Under the project, a Cultural Heritage game using eight Ovahimba items was developed and tested at a local primary school. Research-by-Design was the primary methodology of this research project.}, year = {2023}, booktitle = {Proceedings of the 2023 ACM International Conference on Interactive Media Experiences}, pages = {359-361}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85174259331&doi=10.1145%2f3573381.3597230&partnerID=40&md5=06d948974a5ad9a642306ddc3240e44b}, doi = {10.1145/3573381.3597230}, }