Abstract
This chapter explores the potential of augmented reality (AR) in schools for promoting the mental health and safety of teenagers. The “Ngeuna” AR board game is examined to evaluate its effectiveness in enhancing emotional well-being. The research aims to fill gaps in the discussion about AR technology's role in teaching and providing mental health support. The findings reveal that while the game's current version did not provide the desired outcomes, it provides valuable insights into the need to tailor educational advances to teenagers' specific needs. The chapter advocates for collaborative efforts between academics, teachers, and teenagers, emphasizing the iterative nature of technology-driven educational projects. The chapter provides a critical viewpoint on the use of AR in adolescent education, laying the groundwork for future interventions that are well-informed, well-targeted, and successful.
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