02044nas a2200373 4500000000100000008004100001653002200042653002200064653002300086653002200109653002300131653001100154653002500165653002500190653001200215653002200227653003400249653001200283653001200295653001300307653001400320653002000334653001500354653002300369653002300392653001700415100001300432700001300445700002900458245010000487856014800587300001200735520092300747 2023 d10aAugmented reality10aAugmented reality10aComputer generated10acultural heritage10aCultural heritages10aDesign10aEmbodied interaction10aEmbodied interaction10aHistory10aImage enhancement10aIntangible cultural heritages10amuseums10aNamibia10aOvaHimba10aOvahimbum10aPrimary schools10aReal-world10aResearch-by-design10aResearch-by-design10aSensory data1 aK. Peter1 aS. Auala1 aH. Winschiers-Theophilus00aAn AR Game for Primary Learners to Safeguard Intangible Cultural Heritage of the Ovahimba Tribe uhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85174259331&doi=10.1145%2f3573381.3597230&partnerID=40&md5=06d948974a5ad9a642306ddc3240e44b a359-3613 aAugmented 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.