The EduPARK Mobile Augmented Reality Game: learning value and usability

Bibliographic Details
Main Author: Pombo, Lúcia
Publication Date: 2018
Other Authors: Marques, Margarida Morais
Language: eng
Source: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Download full: http://hdl.handle.net/10773/26525
Summary: Augmented Reality (AR) technology and games can enhance motivation for learning. When combined with mobile devices, AR technology can promote authentic learning in outdoor environments, such as urban parks. These spaces can be used for Science Education, particularly, for environmental education and nature conservation. The EduPARK project combines these elements and follows a design-based research approach to develop an interactive mobile AR game to be explored by students, teachers and the general public, as visitors, in a specific urban park, integrating four interdisciplinary educational guides. The app development involved four cycles of user testing and evaluation for progressive refinement, according to the users’ feedback in each cycle. The focus of this paper is to analyze the users’ perceptions in the two last cycles of the app refinement, regarding its learning value and usability. The users were students of different school levels (24 of Basic Education; and 46 of Higher Education). Data collection involved a focus group interview, a questionnaire and the app’s usage data. Content analysis, descriptive statistics, and System Usability Scale (SUS) computing were conducted. Results revealed that the EduPARK app promotes learning, enjoyment and is easy to use. It achieved an excellent usability, according to younger students (85.8 of average SUS) and a good usability according to older students (70.9). From the last refinement cycle, the app’s final version has emerged, which is freely available to the public in the Google Store. In the future, more evaluation experiences are needed to better understand the benefits of this mobile AR game for learning in urban parks.
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spelling The EduPARK Mobile Augmented Reality Game: learning value and usabilityMobile LearningGamificationAugmented RealityOutdoorAuthentic LearningScience EducationAugmented Reality (AR) technology and games can enhance motivation for learning. When combined with mobile devices, AR technology can promote authentic learning in outdoor environments, such as urban parks. These spaces can be used for Science Education, particularly, for environmental education and nature conservation. The EduPARK project combines these elements and follows a design-based research approach to develop an interactive mobile AR game to be explored by students, teachers and the general public, as visitors, in a specific urban park, integrating four interdisciplinary educational guides. The app development involved four cycles of user testing and evaluation for progressive refinement, according to the users’ feedback in each cycle. The focus of this paper is to analyze the users’ perceptions in the two last cycles of the app refinement, regarding its learning value and usability. The users were students of different school levels (24 of Basic Education; and 46 of Higher Education). Data collection involved a focus group interview, a questionnaire and the app’s usage data. Content analysis, descriptive statistics, and System Usability Scale (SUS) computing were conducted. Results revealed that the EduPARK app promotes learning, enjoyment and is easy to use. It achieved an excellent usability, according to younger students (85.8 of average SUS) and a good usability according to older students (70.9). From the last refinement cycle, the app’s final version has emerged, which is freely available to the public in the Google Store. In the future, more evaluation experiences are needed to better understand the benefits of this mobile AR game for learning in urban parks.IADIS Press2019-09-12T14:49:34Z2018-01-01T00:00:00Z2018book partinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10773/26525eng978-989-8533-76-0Pombo, LúciaMarques, Margarida Moraisinfo:eu-repo/semantics/openAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2024-05-06T04:21:29Zoai:ria.ua.pt:10773/26525Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T14:05:37.806315Repositórios 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 The EduPARK Mobile Augmented Reality Game: learning value and usability
title The EduPARK Mobile Augmented Reality Game: learning value and usability
spellingShingle The EduPARK Mobile Augmented Reality Game: learning value and usability
Pombo, Lúcia
Mobile Learning
Gamification
Augmented Reality
Outdoor
Authentic Learning
Science Education
title_short The EduPARK Mobile Augmented Reality Game: learning value and usability
title_full The EduPARK Mobile Augmented Reality Game: learning value and usability
title_fullStr The EduPARK Mobile Augmented Reality Game: learning value and usability
title_full_unstemmed The EduPARK Mobile Augmented Reality Game: learning value and usability
title_sort The EduPARK Mobile Augmented Reality Game: learning value and usability
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
Gamification
Augmented Reality
Outdoor
Authentic Learning
Science Education
topic Mobile Learning
Gamification
Augmented Reality
Outdoor
Authentic Learning
Science Education
description Augmented Reality (AR) technology and games can enhance motivation for learning. When combined with mobile devices, AR technology can promote authentic learning in outdoor environments, such as urban parks. These spaces can be used for Science Education, particularly, for environmental education and nature conservation. The EduPARK project combines these elements and follows a design-based research approach to develop an interactive mobile AR game to be explored by students, teachers and the general public, as visitors, in a specific urban park, integrating four interdisciplinary educational guides. The app development involved four cycles of user testing and evaluation for progressive refinement, according to the users’ feedback in each cycle. The focus of this paper is to analyze the users’ perceptions in the two last cycles of the app refinement, regarding its learning value and usability. The users were students of different school levels (24 of Basic Education; and 46 of Higher Education). Data collection involved a focus group interview, a questionnaire and the app’s usage data. Content analysis, descriptive statistics, and System Usability Scale (SUS) computing were conducted. Results revealed that the EduPARK app promotes learning, enjoyment and is easy to use. It achieved an excellent usability, according to younger students (85.8 of average SUS) and a good usability according to older students (70.9). From the last refinement cycle, the app’s final version has emerged, which is freely available to the public in the Google Store. In the future, more evaluation experiences are needed to better understand the benefits of this mobile AR game for learning in urban parks.
publishDate 2018
dc.date.none.fl_str_mv 2018-01-01T00:00:00Z
2018
2019-09-12T14:49:34Z
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dc.publisher.none.fl_str_mv IADIS Press
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