Increasing quality of learning experience using augmented reality educational games

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Increasing quality of learning experience using augmented reality educational games Maja Videnovik 1

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& Vladimir Trajkovik & Linda Vibeke Kiønig & Tone Vold

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Received: 23 June 2019 / Revised: 16 March 2020 / Accepted: 7 May 2020 # Springer Science+Business Media, LLC, part of Springer Nature 2020

Abstract

Adequate pedagogical approaches for integration of technology in the learning process create new opportunities for improving the quality of teaching and learning experiences, raising students’ interest and motivation for the classroom activities at the same time. Game-based learning implemented with different technologies can utilize students’ energy and enthusiasm for educational purposes. In order to increase the quality of experience of the learning process, elements of popular games (e.g., mobile games and augmented reality games) should be used in the educational context. This paper proposes methodological guideline that can be used for the integration of games in education. The methodological guideline defines the two steps process of creating educational games starting from students’ attitudes and needs, and then incorporates educational outcomes. As a case-study augmented reality educational games platform was designed in order to illustrate the possibilities and benefits of the proposed approach. Keywords Augmented reality educational games . Quality of experience of learning . Gamebased learning . Interactive learning environments

1 Introduction The rapid development of technology determines the direction in which education is going to be focused in the future. Students are becoming increasingly dependent on technologies to * Maja Videnovik maja@dig–ed.org Vladimir Trajkovik [email protected] Linda Vibeke Kiønig [email protected] Tone Vold [email protected] Extended author information available on the last page of the article

Multimedia Tools and Applications

communicate, gather information, extend social experiences, and be entertained [1]. As students are always surrounded by technology, its integration in the classroom through different approaches is more than necessary. The educational change must be tied to the tools and resources students use in their everyday lives. Proper integration of such tools and resources in the classroom can increase the students’ interests and motivation in the educational process [2]. The fact that students are continually playing different digital games (on a computer or mobile device) and are dedicated to the process of playing the game should also be used in the educational process. Fun as part of the learning process is essential since the learner is then relaxed and motivated and, therefore, more willing to learn. The principal role of fun in the learning process is to create relaxation and motivation. Relaxation enables a learner to take things in more efficiently, and motivation enables them to put forth effort without resentment [3]. By using digital games, new ways of learning in the classrooms can be created. These interactive experiences ca