scholarly journals Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning

2018 ◽  
Vol 23 (4) ◽  
pp. 329-346 ◽  
Author(s):  
Nikolaos Pellas ◽  
Panagiotis Fotaris ◽  
Ioannis Kazanidis ◽  
David Wells
2020 ◽  
Vol 7 (1) ◽  
pp. 11-28
Author(s):  
Müge Artar ◽  
Ceren Karadeniz ◽  
Hülya Ateş ◽  
Banu Doğan

The toy presents a little discovered image of a culture. In addition to being an important object of nostalgia, it is also considered as a research and study subject. The rapidly increasing number of toy museums has also gained importance in transferring economic, sociological, social, and cultural characteristics of the toy. Toy museums have responsibilities such as protecting toys that are threatened with extinction during the rapid change in technology, conducting research on childhood and history of education, raising awareness of history, helping to establish intergenerational communication, and emphasizing the importance of toys in child development. Toy Museums develop educational activities for different ages and interest groups based on their collections. Effective use of collections in museums and the presentation of available resources for visitors with fun, attractive, and different learning methods is one of the characteristics of museum education. Learning from the object, which is one of the basic concepts of museum education, can provide an experience with real objects. The Ankara University Toy Museum can be used as an educational laboratory for courses in preschool, primary, and secondary school education programs within the context of its current collection. The museum can be visited with an appointment with a guide. Search and find activities through collection themes etc. are accompanied by the museum guides and educators. In this study, the evaluation of the design processes of the education booklets of the Toy Museum is determined. The booklets include museum guided tours, and structured educational activities like "before the museum, museum practice, and post museum" activities. Museum booklets have an evaluation section that enables the student to receive feedback where they are expected to make a sustainable contribution to the promotion of the museum. In this context, this paper evaluates the effectiveness of preschool, primary, and secondary school education books that were prepared for the toy museum in line with the feedback of students participating in museum education by establishing a link between the curriculum and the museum collection. Keywords: museum, toy museum, children’s culture, museum education, museum booklet


Sensors ◽  
2020 ◽  
Vol 21 (1) ◽  
pp. 153
Author(s):  
Daniel Amo ◽  
Paul Fox ◽  
David Fonseca ◽  
César Poyatos

Robotics technology has become increasingly common both for businesses and for private citizens. Primary and secondary schools, as a mirror of societal evolution, have increasingly integrated science, technology, engineering and math concepts into their curricula. Our research questions are: “In teaching robotics to primary and secondary school students, which pedagogical-methodological interventions result in better understanding and knowledge in the use of sensors in educational robotics?”, and “In teaching robotics to primary and secondary school students, which analytical methods related to Learning Analytics processes are proposed to analyze and reflect on students’ behavior in their learning of concepts and skills of sensors in educational robotics?”. To answer these questions, we have carried out a systematic review of the literature in the Web of Science and Scopus databases regarding robotics sensors in primary and secondary education, and Learning Analytics processes. We applied PRISMA methodology and reviewed a total of 24 articles. The results show a consensus about the use of the Learning by Doing and Project-Based Learning methodologies, including their different variations, as the most common methodology for achieving optimal engagement, motivation and performance in students’ learning. Finally, future lines of research are identified from this study.


2022 ◽  
Vol 12 (1) ◽  
pp. 0-0

Since gamification has strengthened its place in education over the years, it is frequently preferred in English as a Second Language Learning. This study aims to investigate the literature on the effects of gamification on students’ English learning as a second language and the tendency of students to use games to learn English as a second language. This review contains a systematic review of published articles about gamification in English as a Second Language Learning for learners aged between 11-18 from 2013 to 2020. The study was designed according to the specifications of the PRISMA 2009 Checklist. A combination of words related to gamification, game-based learning, English as a Second Language, and secondary school was included as a search strategy. After selection, ten research articles written in English were reviewed. Their results indicated that the games enhance the fun, raise students’ motivation, and boost their participation while helping their autonomous learning. This review includes suggestions to support planning game-based English lessons.


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