Improving students’ learning with a mobile augmented reality approach: the EduPARK game

Bibliographic Details
Main Author: Pombo, Lúcia
Publication Date: 2019
Other Authors: Marques, Margarida Morais
Format: Article
Language: eng
Source: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Download full: http://hdl.handle.net/10773/27551
Summary: Mobile devices are intensively used by the Portuguese youth in their daily life, but not in school activities. Despite this gap, research shows that technology can promote students’ learning. This paper comprises a survey study where mobile learning is analyzed through the eyes of 244 students attending the 2 nd or 3 rd Cycles of Basic Education (CBE). The acknowledged advantages and difficulties of the use of mobile devices for learning, as well as the educational value and usability of a specific mobile learning strategy, using the EduPARK app and game, were analyzed. Results revealed that most students owned a mobile device and were able to use them to learn. They had a positive perspective regarding mobile learning and valued the advantages of being easy to find up-to-date information, motivating for learning and easy to carry along. Difficulties are related to the use of mobile devices to learn, such as requiring an internet connection, its slowness, and prohibition of mobile devices in schools. The EduPARK game achieved an average Educational Value Scale of 83.8 and an average System Usability Scale of 80.2, indicating its high educational value and usability for students. This paper presents empirical evidence regarding the effectiveness of the integration of mobile game-based AR approaches in Basic Education to promote students’ learning. It also includes an example of excellent cros-subjects educational materials that comprises a very useful tool for teachers and students to explore scientific knowledge by accessing appealing information on biological and historical references of a local urban park.
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spelling Improving students’ learning with a mobile augmented reality approach: the EduPARK gameMobile LearningAugmented realityOutdoor activitiesGame-Based LearningAuthentic learningBasic learningMobile devices are intensively used by the Portuguese youth in their daily life, but not in school activities. Despite this gap, research shows that technology can promote students’ learning. This paper comprises a survey study where mobile learning is analyzed through the eyes of 244 students attending the 2 nd or 3 rd Cycles of Basic Education (CBE). The acknowledged advantages and difficulties of the use of mobile devices for learning, as well as the educational value and usability of a specific mobile learning strategy, using the EduPARK app and game, were analyzed. Results revealed that most students owned a mobile device and were able to use them to learn. They had a positive perspective regarding mobile learning and valued the advantages of being easy to find up-to-date information, motivating for learning and easy to carry along. Difficulties are related to the use of mobile devices to learn, such as requiring an internet connection, its slowness, and prohibition of mobile devices in schools. The EduPARK game achieved an average Educational Value Scale of 83.8 and an average System Usability Scale of 80.2, indicating its high educational value and usability for students. This paper presents empirical evidence regarding the effectiveness of the integration of mobile game-based AR approaches in Basic Education to promote students’ learning. It also includes an example of excellent cros-subjects educational materials that comprises a very useful tool for teachers and students to explore scientific knowledge by accessing appealing information on biological and historical references of a local urban park.Emerald2021-12-01T00:00:00Z2019-11-01T00:00:00Z2019-11info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10773/27551eng1741-565910.1108/ITSE-06-2019-0032Pombo, LúciaMarques, Margarida Moraisinfo:eu-repo/semantics/embargoedAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2024-05-06T04:23:37Zoai:ria.ua.pt:10773/27551Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T14:06:51.593647Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv Improving students’ learning with a mobile augmented reality approach: the EduPARK game
title Improving students’ learning with a mobile augmented reality approach: the EduPARK game
spellingShingle Improving students’ learning with a mobile augmented reality approach: the EduPARK game
Pombo, Lúcia
Mobile Learning
Augmented reality
Outdoor activities
Game-Based Learning
Authentic learning
Basic learning
title_short Improving students’ learning with a mobile augmented reality approach: the EduPARK game
title_full Improving students’ learning with a mobile augmented reality approach: the EduPARK game
title_fullStr Improving students’ learning with a mobile augmented reality approach: the EduPARK game
title_full_unstemmed Improving students’ learning with a mobile augmented reality approach: the EduPARK game
title_sort Improving students’ learning with a mobile augmented reality approach: the EduPARK game
author Pombo, Lúcia
author_facet Pombo, Lúcia
Marques, Margarida Morais
author_role author
author2 Marques, Margarida Morais
author2_role author
dc.contributor.author.fl_str_mv Pombo, Lúcia
Marques, Margarida Morais
dc.subject.por.fl_str_mv Mobile Learning
Augmented reality
Outdoor activities
Game-Based Learning
Authentic learning
Basic learning
topic Mobile Learning
Augmented reality
Outdoor activities
Game-Based Learning
Authentic learning
Basic learning
description Mobile devices are intensively used by the Portuguese youth in their daily life, but not in school activities. Despite this gap, research shows that technology can promote students’ learning. This paper comprises a survey study where mobile learning is analyzed through the eyes of 244 students attending the 2 nd or 3 rd Cycles of Basic Education (CBE). The acknowledged advantages and difficulties of the use of mobile devices for learning, as well as the educational value and usability of a specific mobile learning strategy, using the EduPARK app and game, were analyzed. Results revealed that most students owned a mobile device and were able to use them to learn. They had a positive perspective regarding mobile learning and valued the advantages of being easy to find up-to-date information, motivating for learning and easy to carry along. Difficulties are related to the use of mobile devices to learn, such as requiring an internet connection, its slowness, and prohibition of mobile devices in schools. The EduPARK game achieved an average Educational Value Scale of 83.8 and an average System Usability Scale of 80.2, indicating its high educational value and usability for students. This paper presents empirical evidence regarding the effectiveness of the integration of mobile game-based AR approaches in Basic Education to promote students’ learning. It also includes an example of excellent cros-subjects educational materials that comprises a very useful tool for teachers and students to explore scientific knowledge by accessing appealing information on biological and historical references of a local urban park.
publishDate 2019
dc.date.none.fl_str_mv 2019-11-01T00:00:00Z
2019-11
2021-12-01T00:00:00Z
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10.1108/ITSE-06-2019-0032
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