Abstract

The augmented reality game-based learning (ARGBL) approach is an advantageous pathway for the development and enhancement of teaching and learning processes. To this end, this paper presents the design and development of an ARGBL application for the implementation of physics experiments in the fifth grade of a Greek primary school. The purpose of the ARGBL system is twofold: to educate and entertain. For this reason, a treasure hunt game was implemented, which allows students to interact with a digital world and to manipulate virtual objects with the use of an augmented reality (AR) device. Then, according to the instructions, students have to collect all the materials to conduct the AR educational experiment. Overall, the evaluation of the system’s usability by 17 users (both students and teachers) was very promising, indicating that the ARGBL application has the potential to be an easy-to-use educational tool for improving not only the teaching of physics experiments in primary school but also the learning process, by positively affecting the students’ motivation and engagement.

Highlights

  • Azuma [1] defined augmented reality (AR) as a technology by which users can integrate 3D virtual objects in real time into their real-world environment

  • A questionnaire was administered to all participants aiming to evaluate the system’s usability

  • Work Leveraging the aforementioned findings, an augmented reality game-based learning (ARGBL) application was proposed for the implementation of physics experiments in the fifth grade of a Greek primary school

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Summary

Introduction

Azuma [1] defined augmented reality (AR) as a technology by which users can integrate 3D virtual objects in real time into their real-world environment. Field experiments using AR application in education have shown that the education process was improved by increasing the fun, enjoyment, interest and engagement of students [7]. Another interesting approach that has gained attention in education science is augmented reality game-based learning (ARGBL), which can transform the learning experience and influence students’ motivation, skill development and knowledge [10]. Apart from the learning process, AR and ARGBL technology can benefit the teaching process Teachers who integrate such innovative approaches into the teaching process can introduce and explain to students complex and/or abstract concepts through a multisensory way, encouraging social interaction and improving collaboration [7,11]. AR and ARGBL can be successfully used in educational environments, positively affecting both the teaching and the learning process, since (a) the cost of materials for the experiment disappears (sometimes a big problem for the education procedure [11]), (b) the experiment can be repeated as many times as the educational process requires (without the thought of wasting materials) and, most importantly, (c) the student can repeat the experiment when studying the course at home

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