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Educational mobile augmented reality edupark game: does it improve students learning?

Bibliographic Details
Main Author: Pombo, Lúcia
Publication Date: 2019
Other Authors: Marques, Margarida M.
Language: eng
Source: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Download full: http://hdl.handle.net/10773/26927
Summary: Mobile devices are being intensively used by the Portuguese youth in their daily life, but not in school activities. Despite this gap, research shows that technology can promote student learning in non-high education contexts. This paper comprises a survey study where mobile learning is analyzed through the eyes of 244 students attending the 2nd or 3rd 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. Nevertheless, students acknowledged difficulties in the use of mobile devices to learn, such as requiring an internet connection, its slowness, not being allowed to use mobile devices in schools as they facilitate access to distractions. 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 2nd and 3rd CBE to promote students learning. It also includes an example of excellent interdisciplinary 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tool for teachers and students to explore scientific knowledge by accessing appealing information on biological and historical references of a local urban park.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 Educational mobile augmented reality edupark game: does it improve students learning?Mobile LearningAugmented RealityOutdoor ActivitiesGame-Based LearningAuthentic LearningBasic EducationMobile devices are being intensively used by the Portuguese youth in their daily life, but not in school activities. Despite this gap, research shows that technology can promote student learning in non-high education contexts. This paper comprises a survey study where mobile learning is analyzed through the eyes of 244 students attending the 2nd or 3rd 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. Nevertheless, students acknowledged difficulties in the use of mobile devices to learn, such as requiring an internet connection, its slowness, not being allowed to use mobile devices in schools as they facilitate access to distractions. 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 2nd and 3rd CBE to promote students learning. It also includes an example of excellent interdisciplinary 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.International association for development of the Information society (IADIS)2019-11-08T16:29:10Z2019-01-01T00:00:00Z2019conference objectinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10773/26927eng978-989-8533-86-9Pombo, LúciaMarques, Margarida M.info: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:RCAAP2024-05-06T04:22:16Zoai:ria.ua.pt:10773/26927Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T14:06:18.353901Repositórios 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 Educational mobile augmented reality edupark game: does it improve students learning?
title Educational mobile augmented reality edupark game: does it improve students learning?
spellingShingle Educational mobile augmented reality edupark game: does it improve students learning?
Pombo, Lúcia
Mobile Learning
Augmented Reality
Outdoor Activities
Game-Based Learning
Authentic Learning
Basic Education
title_short Educational mobile augmented reality edupark game: does it improve students learning?
title_full Educational mobile augmented reality edupark game: does it improve students learning?
title_fullStr Educational mobile augmented reality edupark game: does it improve students learning?
title_full_unstemmed Educational mobile augmented reality edupark game: does it improve students learning?
title_sort Educational mobile augmented reality edupark game: does it improve students learning?
author Pombo, Lúcia
author_facet Pombo, Lúcia
Marques, Margarida M.
author_role author
author2 Marques, Margarida M.
author2_role author
dc.contributor.author.fl_str_mv Pombo, Lúcia
Marques, Margarida M.
dc.subject.por.fl_str_mv Mobile Learning
Augmented Reality
Outdoor Activities
Game-Based Learning
Authentic Learning
Basic Education
topic Mobile Learning
Augmented Reality
Outdoor Activities
Game-Based Learning
Authentic Learning
Basic Education
description Mobile devices are being intensively used by the Portuguese youth in their daily life, but not in school activities. Despite this gap, research shows that technology can promote student learning in non-high education contexts. This paper comprises a survey study where mobile learning is analyzed through the eyes of 244 students attending the 2nd or 3rd 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. Nevertheless, students acknowledged difficulties in the use of mobile devices to learn, such as requiring an internet connection, its slowness, not being allowed to use mobile devices in schools as they facilitate access to distractions. 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 2nd and 3rd CBE to promote students learning. It also includes an example of excellent interdisciplinary 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 2019-11-08T16:29:10Z
2019-01-01T00:00:00Z
2019
dc.type.driver.fl_str_mv conference object
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url http://hdl.handle.net/10773/26927
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 978-989-8533-86-9
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dc.publisher.none.fl_str_mv International association for development of the Information society (IADIS)
publisher.none.fl_str_mv International association for development of the Information society (IADIS)
dc.source.none.fl_str_mv reponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
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instname_str FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
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