An app that changes mentalities about Mobile Learning – the EduPARK Augmented Reality Activity

Detalhes bibliográficos
Autor(a) principal: Pombo, Lúcia
Data de Publicação: 2019
Outros Autores: Marques, Margarida
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10773/26929
Resumo: The public usually associates mobile devices to distraction and learning disruption, and they are not frequently used in formal education. Additionally, games and parks are both associated with play and leisure time, and not to learn. This study shows that the combination of mobiles, games, and parks can promote authentic learning and contributes to changing conventional mentalities. The study is framed by the EduPARK project that created an innovative app for authentic learning, supported by mobile and augmented reality (AR) technologies, for game-based approaches in a green park. A case study of the EduPARK strategy’s educational value, according to 86 Basic Education undergraduate students, was conducted. The participants experienced the app in the park and presented their opinion about: (i) mobile learning; (ii) the app’s usability; and (iii) the impact of the educational strategy in terms of factors, such as intrinsic motivation and authentic learning. Data collection included a survey and document collection of student reflections. Data were subjected to descriptive statistics, System Usability score computing, and content analysis. Students considered that the EduPARK strategy has educational value, particularly regarding content learning and motivation. From this study emerged seven supporting pillars that constitute a set of guidelines for future development of mobile game-based learning.
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spelling An app that changes mentalities about Mobile Learning – the EduPARK Augmented Reality ActivityMobile learningAugmented realityGame-based learningOutdoor learningAuthentic learningCross-subjects learningCase studyThe public usually associates mobile devices to distraction and learning disruption, and they are not frequently used in formal education. Additionally, games and parks are both associated with play and leisure time, and not to learn. This study shows that the combination of mobiles, games, and parks can promote authentic learning and contributes to changing conventional mentalities. The study is framed by the EduPARK project that created an innovative app for authentic learning, supported by mobile and augmented reality (AR) technologies, for game-based approaches in a green park. A case study of the EduPARK strategy’s educational value, according to 86 Basic Education undergraduate students, was conducted. The participants experienced the app in the park and presented their opinion about: (i) mobile learning; (ii) the app’s usability; and (iii) the impact of the educational strategy in terms of factors, such as intrinsic motivation and authentic learning. Data collection included a survey and document collection of student reflections. Data were subjected to descriptive statistics, System Usability score computing, and content analysis. Students considered that the EduPARK strategy has educational value, particularly regarding content learning and motivation. From this study emerged seven supporting pillars that constitute a set of guidelines for future development of mobile game-based learning.MDPI2019-11-08T16:46:44Z2019-01-01T00:00:00Z2019info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10773/26929eng2073-431X10.3390/computers8020037Pombo, LúciaMarques, Margaridainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-02-22T11:52:08Zoai:ria.ua.pt:10773/26929Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T02:59:48.872698Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv An app that changes mentalities about Mobile Learning – the EduPARK Augmented Reality Activity
title An app that changes mentalities about Mobile Learning – the EduPARK Augmented Reality Activity
spellingShingle An app that changes mentalities about Mobile Learning – the EduPARK Augmented Reality Activity
Pombo, Lúcia
Mobile learning
Augmented reality
Game-based learning
Outdoor learning
Authentic learning
Cross-subjects learning
Case study
title_short An app that changes mentalities about Mobile Learning – the EduPARK Augmented Reality Activity
title_full An app that changes mentalities about Mobile Learning – the EduPARK Augmented Reality Activity
title_fullStr An app that changes mentalities about Mobile Learning – the EduPARK Augmented Reality Activity
title_full_unstemmed An app that changes mentalities about Mobile Learning – the EduPARK Augmented Reality Activity
title_sort An app that changes mentalities about Mobile Learning – the EduPARK Augmented Reality Activity
author Pombo, Lúcia
author_facet Pombo, Lúcia
Marques, Margarida
author_role author
author2 Marques, Margarida
author2_role author
dc.contributor.author.fl_str_mv Pombo, Lúcia
Marques, Margarida
dc.subject.por.fl_str_mv Mobile learning
Augmented reality
Game-based learning
Outdoor learning
Authentic learning
Cross-subjects learning
Case study
topic Mobile learning
Augmented reality
Game-based learning
Outdoor learning
Authentic learning
Cross-subjects learning
Case study
description The public usually associates mobile devices to distraction and learning disruption, and they are not frequently used in formal education. Additionally, games and parks are both associated with play and leisure time, and not to learn. This study shows that the combination of mobiles, games, and parks can promote authentic learning and contributes to changing conventional mentalities. The study is framed by the EduPARK project that created an innovative app for authentic learning, supported by mobile and augmented reality (AR) technologies, for game-based approaches in a green park. A case study of the EduPARK strategy’s educational value, according to 86 Basic Education undergraduate students, was conducted. The participants experienced the app in the park and presented their opinion about: (i) mobile learning; (ii) the app’s usability; and (iii) the impact of the educational strategy in terms of factors, such as intrinsic motivation and authentic learning. Data collection included a survey and document collection of student reflections. Data were subjected to descriptive statistics, System Usability score computing, and content analysis. Students considered that the EduPARK strategy has educational value, particularly regarding content learning and motivation. From this study emerged seven supporting pillars that constitute a set of guidelines for future development of mobile game-based learning.
publishDate 2019
dc.date.none.fl_str_mv 2019-11-08T16:46:44Z
2019-01-01T00:00:00Z
2019
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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dc.language.iso.fl_str_mv eng
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dc.relation.none.fl_str_mv 2073-431X
10.3390/computers8020037
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instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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