The potential of a mobile augmented reality game in education for sustainability: report and analysis of an activity with the EduCITY app
| Autor(a) principal: | |
|---|---|
| Data de Publicação: | 2024 |
| Outros Autores: | |
| Tipo de documento: | Artigo |
| Idioma: | eng |
| Título da fonte: | Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) |
| Texto Completo: | http://hdl.handle.net/10773/42922 |
Resumo: | The integration of augmented reality (AR) into education for sustainability curricula not only makes learning more engaging, motivating, and effective, but also equips students with the knowledge and skills to address pressing environmental challenges. This paper presents a case study of a pedagogical approach based on the exploration of an AR game in the EduCITY app and aims to analyse the potential of the ‘EduCITY at the UA Campus’ mobile AR game in what concerns the promotion of education for sustainability among secondary students. The game was explored in the largest annual event of the University of Aveiro—XPERiMENTA—which invited students and the wider community to participate in activities on the campuses. At the end of the activity, an individual and anonymous questionnaire to evaluate the game was applied. Students indicated that the game raises an awareness of sustainability and contributes to the development of knowledge and skills in this area. They were motivated throughout the match and managed to get a good performance out of playing. This study adds to the literature on the use of AR games in education for sustainability, by revealing that it can be an effective tool for engaging and motivating students with sustainability-related learning. |
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The potential of a mobile augmented reality game in education for sustainability: report and analysis of an activity with the EduCITY appMobile augmented reality gameEducationSustainabilityEduCITYThe integration of augmented reality (AR) into education for sustainability curricula not only makes learning more engaging, motivating, and effective, but also equips students with the knowledge and skills to address pressing environmental challenges. This paper presents a case study of a pedagogical approach based on the exploration of an AR game in the EduCITY app and aims to analyse the potential of the ‘EduCITY at the UA Campus’ mobile AR game in what concerns the promotion of education for sustainability among secondary students. The game was explored in the largest annual event of the University of Aveiro—XPERiMENTA—which invited students and the wider community to participate in activities on the campuses. At the end of the activity, an individual and anonymous questionnaire to evaluate the game was applied. Students indicated that the game raises an awareness of sustainability and contributes to the development of knowledge and skills in this area. They were motivated throughout the match and managed to get a good performance out of playing. This study adds to the literature on the use of AR games in education for sustainability, by revealing that it can be an effective tool for engaging and motivating students with sustainability-related learning.MDPI2024-11-26T15:40:51Z2024-10-28T00:00:00Z2024-10-28info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10773/42922eng10.3390/su16219357Rodrigues, RitaPombo, Lúciainfo: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:RCAAP2024-12-02T01:47:32Zoai:ria.ua.pt:10773/42922Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T19:16:55.616180Repositórios 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 potential of a mobile augmented reality game in education for sustainability: report and analysis of an activity with the EduCITY app |
| title |
The potential of a mobile augmented reality game in education for sustainability: report and analysis of an activity with the EduCITY app |
| spellingShingle |
The potential of a mobile augmented reality game in education for sustainability: report and analysis of an activity with the EduCITY app Rodrigues, Rita Mobile augmented reality game Education Sustainability EduCITY |
| title_short |
The potential of a mobile augmented reality game in education for sustainability: report and analysis of an activity with the EduCITY app |
| title_full |
The potential of a mobile augmented reality game in education for sustainability: report and analysis of an activity with the EduCITY app |
| title_fullStr |
The potential of a mobile augmented reality game in education for sustainability: report and analysis of an activity with the EduCITY app |
| title_full_unstemmed |
The potential of a mobile augmented reality game in education for sustainability: report and analysis of an activity with the EduCITY app |
| title_sort |
The potential of a mobile augmented reality game in education for sustainability: report and analysis of an activity with the EduCITY app |
| author |
Rodrigues, Rita |
| author_facet |
Rodrigues, Rita Pombo, Lúcia |
| author_role |
author |
| author2 |
Pombo, Lúcia |
| author2_role |
author |
| dc.contributor.author.fl_str_mv |
Rodrigues, Rita Pombo, Lúcia |
| dc.subject.por.fl_str_mv |
Mobile augmented reality game Education Sustainability EduCITY |
| topic |
Mobile augmented reality game Education Sustainability EduCITY |
| description |
The integration of augmented reality (AR) into education for sustainability curricula not only makes learning more engaging, motivating, and effective, but also equips students with the knowledge and skills to address pressing environmental challenges. This paper presents a case study of a pedagogical approach based on the exploration of an AR game in the EduCITY app and aims to analyse the potential of the ‘EduCITY at the UA Campus’ mobile AR game in what concerns the promotion of education for sustainability among secondary students. The game was explored in the largest annual event of the University of Aveiro—XPERiMENTA—which invited students and the wider community to participate in activities on the campuses. At the end of the activity, an individual and anonymous questionnaire to evaluate the game was applied. Students indicated that the game raises an awareness of sustainability and contributes to the development of knowledge and skills in this area. They were motivated throughout the match and managed to get a good performance out of playing. This study adds to the literature on the use of AR games in education for sustainability, by revealing that it can be an effective tool for engaging and motivating students with sustainability-related learning. |
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2024 |
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2024-11-26T15:40:51Z 2024-10-28T00:00:00Z 2024-10-28 |
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info:eu-repo/semantics/publishedVersion |
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eng |
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10.3390/su16219357 |
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