‘Play Is Serious Learning'

Author(s):  
Denise M. Bressler ◽  
Shane Tutwiler

In this chapter, the authors report on a mobile augmented reality game designed to support serious science learning in a playful, collaborative way. School Scene Investigators: The Case of the Mystery Power immersed eighth grade students in a fictional crime scene investigation at their school. Game-based learning was compared to business-as-usual. In the post-hoc analyses, the authors investigated how individual level factors affected learning. First, girls and boys both learned more during the game, yet boys seemed to experience a slightly bigger impact from the treatment. Second, students from both teachers learned more during gameplay; however, the game seemed to mitigate the novice teacher's inexperience resulting in a teacher effect. Lastly, there is some evidence that treatment varies by prior knowledge; students with lower prior knowledge may have benefited more from the game. This study demonstrates that the non-traditional practice of mobile augmented reality gaming promotes more effective learning than business-as-usual.

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 (3) ◽  
pp. 127 ◽  
Author(s):  
Maria Cristina Costa ◽  
António Manso ◽  
João Patrício

Augmented reality (AR) is an emergent technology that overlays virtual objects into the real environment. Lately, AR is gaining prominence in education because of its increasing affordability through computers or mobile technologies. In addition, research sustaining the benefits of AR to promote student’s engagement to learn is increasing every day. However, the literature identifies lack of studies about the use of AR in education, namely, studies focused on the development of AR games designed over specific learning objectives (game-based learning). This paper presents a mobile augmented reality platform with learning purposes. The platform includes a mobile application that consists of a location-based game targeted to promote learning about the universe. Furthermore, it includes a back-office that allows teachers to introduce information about celestial bodies and also develop a set of multiple-choice questions to assess student’s learning about the subject matters they teach. The mobile application provides the users with physical movement and social interaction in the real world, while playing the game and for this reason it is included in the pervasive games’ paradigm. Besides engaging the students to play the game, we argue that this platform may be used as a resource to be implemented in informal and formal learning environments.


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