The potential of a mobile augmented reality game in education for sustainability: report and analysis of an activity with the EduCITY app

Detalhes bibliográficos
Autor(a) principal: Rodrigues, Rita
Data de Publicação: 2024
Outros Autores: Pombo, Lúcia
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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spelling 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.
publishDate 2024
dc.date.none.fl_str_mv 2024-11-26T15:40:51Z
2024-10-28T00:00:00Z
2024-10-28
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