Application of the ubiquitous game with augmented reality in Primary Education

Keywords

Mobile learning, classroom, basic education, search strategies, learning processes, education, educational technology, educational trends

Abstract

Augmented reality (AR) immersion enables virtual objects and real environments to coexist and encourage experimentation with phenomena that are not possible in the real world. Augmented reality is generating new opportunities for the development of ubiquity within educational environments. The objective of this study was to analyze the impact that the integration of ubiquitous game approaches with augmented reality has on learning. A quasi-experimental study was carried out with 91 sixth-grade primary school students; the learning scenario was designed and the augmented reality application “WallaMe” was selected for use in five sessions of a didactic unit in Art Education. Through pretest and posttest procedures, academic performance and information search skills were evaluated, and, a Likert scale analyzed the motivation and collaboration variables among the students. The results showed that the experimental group obtained statistically significant improvements in the academic performance of the subject, motivation, in the search for, and analysis of, information, level of fun and collaboration. The conclusion is that the dynamic activities managed in the intervention, which made use of augmented reality and localization, benefit teaching-learning processes, and encourage innovation and improvement through educational technology.

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Technical information

Received: 21-02-2019

Revised: 25-03-2019

Accepted: 10-05-2019

Preprint: 15-07-2019

Publication date: 01-10-2019

Article revision time: 32 days | Average time revision issue 61: 42 days

Article acceptance time: 77 days | Average time of acceptance issue 61: 78 days

Preprint editing time: 176 days | Average editing time preprint issue 61: 177 days

Article editing time: 221 days | Average editing time issue 61: 222 days

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#EANF#

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...

Saez-Lopez, J. M., & Cozar-Gutierrez, R. (2020). Iberian Cultures and Augmented Reality: Studies in Elementary School Education and Initial Teacher Training. In Augmented Reality in Education (pp. 235-245). Springer, Cham.

https://link.springer.com/chapter/10.1007/978-3-030-42156-4_13

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https://digibug.ugr.es/handle/10481/62506

Belmonte, J. L., Sánchez, S. P., Cabrera, A. F., & Bújez, M. R. V. (2020). Escenarios innovadores en Educación Física: El trabajo de la expresión corporal y musical mediado por la robótica. Retos: nuevas tendencias en educación física, deporte y recreación, (38), 567-575.

https://dialnet.unirioja.es/descarga/articulo/7446314.pdf

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Sáez-López, J., Sevillano-García, M., & Pascual-Sevillano, M. (2019). Application of the ubiquitous game with augmented reality in Primary Education. [Aplicación del juego ubicuo con realidad aumentada en Educación Primaria]. Comunicar, 61, 71-82. https://doi.org/10.3916/C61-2019-06

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