Gamification and Augmented Reality to Upgrade Elementary Bilingual Education Students' Health and Engagement

2022 ◽  
pp. 1107-1129
Author(s):  
M. Dolores Ramírez-Verdugo ◽  
Moira López

Sedentary life-style, obesity, and early school leaving have been identified as major causes leading to the biggest health and educational problems in developed countries. This may derive into students showing a not recommended passive role at these ages, which also leads to their lack of interest and motivation in learning and education. This chapter presents an innovation research project which aims to face sedentariness in elementary school by applying an instructional technology-based model with the use of gamification and augmented reality in a bilingual education context. The case study shows several educational advantages, including increase in physical exercise, health awareness, learning engagement, and upgrade in L2 content understanding and linguistic skills.

2022 ◽  
pp. 746-768
Author(s):  
M. Dolores Ramírez-Verdugo ◽  
Moira López

Sedentary life-style, obesity, and early school leaving have been identified as major causes leading to the biggest health and educational problems in developed countries. This may derive into students showing a not recommended passive role at these ages, which also leads to their lack of interest and motivation in learning and education. This chapter presents an innovation research project which aims to face sedentariness in elementary school by applying an instructional technology-based model with the use of gamification and augmented reality in a bilingual education context. The case study shows several educational advantages, including increase in physical exercise, health awareness, learning engagement, and upgrade in L2 content understanding and linguistic skills.


Author(s):  
M. Dolores Ramírez-Verdugo ◽  
Moira López

Sedentary life-style, obesity, and early school leaving have been identified as major causes leading to the biggest health and educational problems in developed countries. This may derive into students showing a not recommended passive role at these ages, which also leads to their lack of interest and motivation in learning and education. This chapter presents an innovation research project which aims to face sedentariness in elementary school by applying an instructional technology-based model with the use of gamification and augmented reality in a bilingual education context. The case study shows several educational advantages, including increase in physical exercise, health awareness, learning engagement, and upgrade in L2 content understanding and linguistic skills.


2016 ◽  
Author(s):  
WANDEE SUTTHINARAKORN ◽  
◽  
CHINTANA KANJANAWISU ◽  
SUTITEP SIRIPIPATTANAKUL ◽  
WINAI KANCHAN ◽  
...  

2017 ◽  
Vol 2 (2) ◽  
Author(s):  
Irma MESIRIDZE ◽  
Nino TVALTCHRELIDZE

The Bologna Process, Information and Communication Technology, and market forces have brought manyinnovations and great changes to higher education systems throughout Europe. Reforms in higher educationhave taken a new direction, towards making higher education students more autonomous. However, manycountries have not really adopted this innovative way of teaching and still maintain an old ‘transmission’ stylewhich often entails teachers trying to pour knowledge into the minds of their students. Promoting autonomouslearning (the ability of students to manage their own learning) in higher education is crucial both for theindividual and society, as the idea of an academic student comprises critical reflective thinking and theimportance of becoming an independent learner. This article will discuss the importance of promotingautonomous learning throughout self, peer and co-assessment for higher education quality enhancement. Thepaper will examine the case of International Black Sea University’s MA students enrolled in the Higher EducationManagement program. The analyses of a survey will be used to discuss the significance of autonomous learningfor students and their readiness for self, peer and co-assessment.


2020 ◽  
Author(s):  
Aicha El Alaoui ◽  
Naicker Sigamoney ◽  
Ambalika Dogra

Author(s):  
Christiane Gresse Von Wangenheim ◽  
Nathalia Cruz Alves ◽  
Pedro Eurico Rodrigues ◽  
Jean Carlo Hauck

In order to be well-educated citizens in the 21st century, children need to learn computing in school. However, implementing computing education in schools faces several practical problems, such as lack of computing teachers and time in an already overloaded curriculum. A solution can be a multidisciplinary approach, integrating computing education within other subjects in the curriculum. The present study proposes an instructional unit for computing education in social studies classes, with students learning basic computing concepts by programming history related games using Scratch. The instructional unit is developed following an instructional design approach and is applied and evaluated through a case study in four classes (5th and 7th grade) with a total of 105 students at a school in (omitted for submission). Results provide a first indication that the instructional unit enables the learning of basic computing concepts (specifically programming) in an efficient, effective and entertaining way increasing also the interest and motivation of students to learn computing.


2016 ◽  
Vol 11 (8) ◽  
pp. 44 ◽  
Author(s):  
Rifat Sharmelly

Emerging economies (EEs) are increasingly being considered as new sources of growth and innovation opportunities for global auto multinational companies. Many multinational companies from developed countries are eager to prosper in these economies. However, the crucial challenge that companies face today is to identify what precisely are the approaches required to serve mass market customers in EEs. In this research, the case study of a foreign auto multinational operating in India has been utilized. Focusing on the product innovation for the Indian masses with the creation of the most affordable car ‘Figo’ from the reputed auto multinational Ford, this analysis reveal the importance of engaging same set of suppliers in trust based, recurrent collaborative linkages to enhance the innovative performance. In addition, ensuring an effective value-for-money proposition is needed to achieve innovations with required affordability and acceptability criteria. Furthermore, experimenting with modules and resultant learning about markets are needed to enhance the innovative performance. With the suggested testable propositions, this study has significant theoretical contributions as well as implications for managers of aspiring companies intending to serve EEs.


2016 ◽  
Vol 18 (2) ◽  
pp. 203-213 ◽  
Author(s):  
Supattra Sroypetch ◽  
Neil Carr ◽  
Tara Duncan

This paper examines host and backpacker perceptions of the environmental impacts of backpacker tourism on local communities in less-developed countries. The discussion is based on data collected in 2011 via surveys and interviews with host and backpacker populations in the Yasawa Islands of Fiji. The results suggest that there is a significant difference between the perceptions of hosts and their guests towards the environmental impacts of backpacker tourism. Backpackers believe that they generate a higher extent of negative environmental impacts on the destination than those perceived by their hosts. This study broadens the understanding of the impacts of backpacker tourism from dual perspectives – both the hosts and guests.


Sign in / Sign up

Export Citation Format

Share Document