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Improving students' learning with a mobile augmented reality approach - the EduPARK game

机译:通过移动增强现实方法改善学生的学习-EduPARK游戏

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Purpose - The purpose of this paper is to present a survey study that analyzes mobile learning through students' opinion regarding the use of mobile devices for learning, including their advantages and difficulties, as well as the educational value of a specific mobile learning strategy, reified in the EduPARK game, after an experience of exploring it in formal and non-formal educational contexts. Design/methodology/approach - This paper comprises a survey study where mobile learning is analyzed through the eyes of 244 students attending the second or third cycles of basic education. The acknowledged advantages and difficulties of the use of mobile devices for learning, as well as the educational value and usability of a specific mobile learning strategy, using the EduPARK app and game, were analyzed. Findings - Results revealed that most students owned a mobile device and were able to use them to learn. They had a positive perspective regarding mobile learning and valued the advantages of being easy to find up-to-date information, motivating for learning and easy to carry along. Difficulties are related to the use of mobile devices, such as requiring an internet connection, its slowness and prohibition of mobile devices in schools. The EduPARK game achieved an average educational value scale of 83.8 and an average system usability scale of 80.2, indicating its high educational value and usability for students. Originality/value - This paper presents empirical evidence regarding the effectiveness of the integration of mobile game-based augmented reality approaches in basic education to promote students' learning. It also includes an example of excellent cross-subjects educational materials comprising a very useful tool for teachers and students to explore scientific knowledge by accessing appealing information on biological and historical references of a local urban park.
机译:目的-本文的目的是提出一项调查研究,通过学生对使用移动设备进行学习的观点来分析移动学习,包括使用移动设备的优势和困难以及具体移动学习策略的教育价值。在EduPARK游戏中学习,并在正规和非正规教育环境中进行了探索。设计/方法/方法-本文包括一项调查研究,其中通过参加基础教育第二或第三周期的244名学生的眼光来分析移动学习。分析了使用移动设备进行学习的公认的优点和困难,以及使用EduPARK应用程序和游戏的特定移动学习策略的教育价值和可用性。调查结果-结果显示,大多数学生拥有移动设备,并能够使用它们进行学习。他们对移动学习抱有积极的看法,并重视易于查找最新信息,激励学习和随身携带的优势。困难与移动设备的使用有关,例如需要互联网连接,其速度缓慢以及学校中禁止使用移动设备。 EduPARK游戏的平均教育价值等级为83.8,平均系统可用性等级为80.2,表明它对学生具有很高的教育价值和可用性。原创性/价值-本文提供了有关基于移动游戏的增强现实方法在基础教育中整合以促进学生学习的有效性的经验证据。它还包括一个出色的跨学科教育材料示例,其中包括一个非常有用的工具,可让教师和学生通过访问有关本地城市公园的生物学和历史参考资料的有趣信息来探索科学知识。

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