scholarly journals Developing Physics Experiments Using Augmented Reality Game-Based Learning Approach: A Pilot Study in Primary School

Computers ◽  
2021 ◽  
Vol 10 (10) ◽  
pp. 126
Author(s):  
Maria Zafeiropoulou ◽  
Christina Volioti ◽  
Euclid Keramopoulos ◽  
Theodosios Sapounidis

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.

Author(s):  
Rui Leitão ◽  
J.M.F. Rodrigues ◽  
Adérito Fernandes Marcos

In teaching, the use of virtual and augmented reality has been on the rise, exploring different means of interaction and student engagement. Based on constructivist pedagogic principles, augmented reality pretends to provide the learner/user with effective access to information through real-time immersive experiences. Game-based learning is one of the approaches that have received growing interest. This paper presents the development of a game in a teaching and learning context, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. The authors will show that by using the game students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.


2017 ◽  
Vol 1 (3) ◽  
pp. 176
Author(s):  
Dyah Tri Wahyuningtyas

Abstract: The objective of this study was describing the application of CTL model assisted by origami media for increasing learning result of plane circumference in the fifth grade of primary school. It was a qualitative research by using Classroom Action Research (CAR) methodology. The subject research was 43 students in the fifth grade in Bunuwetan Pakis primary school. The steps are: (1) Introduction, (2) Material presentment step (constructivism, inquiry, questioning, learning community, modelling, reflecting, and authentic assessment), conclusion and (3) Closing. The scoring result of this study was 80% in the activity of the teacher in cycle I, it included good category. In cycle II was getting 96% and including excellent category. The activity of the students was getting 67,14% and including quite active category. Besides, in cycle II it got 92,86%, involved very active category. The result study in cycle I was gotten from classical mastery 69,77% and the average score was 63,83. The cycle II was 81,39% and the average score was 80,93. Therefore, can be concluded that the assembling of CTL model assisted by origami could increase the learning result of the fifth grade in Bunuwetan Pakis Primary school.      Key words: CTL, origami, plane    


Author(s):  
Yuliana Andrea Lince Loaiza

ABSTRACTIn this work we report results of the research that references the title. The project was developed with fifth grade students; starting from the importance of mathematics in the training of primary school students, the great interest they have in ICT, the difficulties detected during the exercise of educational work. Important information was collected through a survey that was applied to the other teachers in charge of the orientation of the area of mathematics, which was reflected in the creation and application of a tool that allowed the student to assimilate assertively and motivating the learning of concepts Basic geometry in topics such as plane figures, angles, perimeters, area and volume.RESUMENEn este trabajo se reportan resultados de la investigación que referencia el título. El proyecto se desarrolló con estudiantes del grado quinto; partiendo de la importancia que tiene la matemática en la formación de los estudiantes de la básica primaria, del gran interés que ellos presentan hacia las TIC, las dificultades detectadas durante el ejercicio de la labor educativa. Se recolectó información importante mediante una encuesta que se aplicó a los demás docentes encargados de la orientación del área de matemáticas, lo que se vio reflejado en la creación y aplicación de una herramienta que permitió al estudiante asimilar de forma asertiva y motivadora el aprendizaje de conceptos básicos de la geometría en temas como las figuras planas, ángulos, perímetros, área y volumen.


2021 ◽  
Vol 5 (12) ◽  
pp. 82
Author(s):  
Maria Cristina Costa ◽  
Paulo Santos ◽  
João Manuel Patrício ◽  
António Manso

Mobile augmented reality applications are gaining prominence in education, but there is a need to design appropriate and enjoyable games to be used in educational contexts such as classrooms. This paper presents an interactive information system designed to support the implementation of an augmented reality application in the context of game-based learning. PlanetarySystemGO includes a location-based mobile augmented reality game designed to promote learning about the celestial bodies and planetary systems of the Universe, and a web application that interacts with the mobile device application. Besides face-to-face classes, this resource can also be used in online classes, which is very useful in social isolation situations as the ones caused by the COVID-19 pandemic. Furthermore, it is the inclusion of the web application, with a back-office, in the information system that makes it possible to include curricula contents according to the grade level of students. Moreover, it is intended that teachers use the information system to include the contents they find appropriate to the grade level they teach. Therefore, it is crucial to provide their professional development to be able to use this resource. In this regard, a pilot study was conducted with teachers who participated in a STEM professional development programme in order to assess if the system is appropriate to be used by them. It is concluded that teachers found this resource relevant to motivate students to learn, and also acknowledged that the web application facilitated the introduction of appropriate curricula contents and also was useful to assess student performance during the game. Teachers need support, however, to implement these types of technologies which are not familiar to them. The necessary support can be provided through collaboration among the researchers and teachers in their schools. Besides engaging students to learn about celestial bodies, it is concluded that the information system can be used by teachers to introduce appropriate curricula contents and to be implemented in class.


Information ◽  
2020 ◽  
Vol 11 (2) ◽  
pp. 121 ◽  
Author(s):  
Hamed Alqahtani ◽  
Manolya Kavakli-Thorne

The number of damaging cyberattacks is increasing exponentially due in part to lack of user awareness of risky online practices, such as visiting unsafe websites, ignoring warning messages, and communicating with unauthenticated entities. Although research has established the role that game-based learning can play in cognitive development and conceptual learning, relatively few serious mobile games have been developed to educate users about different forms of cyberattack and ways of avoiding them. This paper reports the development of an effective augmented reality (AR) game designed to increase cybersecurity awareness and knowledge in an active and entertaining way. The Cybersecurity Awareness using Augmented Reality (CybAR) game is an AR mobile application that teaches not only cybersecurity concepts, but also demonstrates the consequences of actual cybersecurity attacks through feedback. The design and evaluation of the application are described in detail. A survey was conducted to verify the effectiveness of the game received positive responses from 91 participants. The results indicate that CybAR is useful for players to develop an understanding of cybersecurity attacks and vulnerabilities.


2018 ◽  
Vol 15 (3) ◽  
pp. 113-127 ◽  
Author(s):  
Kelly M Tran

In this study, I detail three families who play the popular mobile augmented reality game Pokémon Go together. I discuss the parents’ perceptions of the game’s educational merits and potential drawbacks and detail how learning occurs around the game. Using the framework of Distributed Teaching and Learning Systems, I argue that Pokémon Go and other games and digital media experiences that families engage with at home can be powerful resources, which connect and integrate with other sites and resources, both in-school and out-of-school. In the case of these families, parents engage in explicit teaching around the game and share information that they have learned online. The findings presented here have implications for researchers, educators, and designers.


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