José-Manuel Sáez-López, National Distance Education University (Espanha)
María-Luisa Sevillano-García, National Distance Education University (Espanha)
María-de-los-Ángeles Pascual-Sevillano, University of Oviedo (Espanha)
Palavras chave
Aprendizagem móvel, sala de aula, educação básica, estratégias de busca, processos de aprendizagem, ensino, tecnologia educativa, tendência educacional
Resumo
A imersão na realidade aumentada (RA) propicia a coexistência de objetos virtuais e ambientes reais que permitem a experimentação com fenômenos que não são possíveis no mundo real. A realidade aumentada está gerando uma nova oportunidade para o crescimento da ubiquidade em ambientes educacionais. O objetivo deste estudo é analisar o impacto da integração educativa das abordagens de jogos ubíquos com realidade aumentada sobre a aprendizagem. Foi realizado um estudo quase experimental com 91 alunos do sexto ano do Ensino Fundamental, o cenário de aprendizagem foi projetado e foi escolhido o aplicativo de realidade aumentada “WallaMe”, utilizado em cinco sessões de uma unidade didática na área de Educação Artística. Mediante o procedimento de pré-teste e pós-teste, foram avaliados o rendimento acadêmico e as habilidades de busca de informação, e uma escala de Likert analisou as variáveis motivação e colaboração entre os estudantes. Os resultados mostraram que o grupo experimental obtém melhorias estatisticamente significativas na motivação para a aprendizagem, no rendimento acadêmico da matéria e na competência digital. Finalmente, conclui-se que atividades dinâmicas realizadas na intervenção, que fazem uso de realidade aumentada e localização, beneficiam os processos de ensino e aprendizagem, e propiciam a inovação e o aprimoramento por meio da tecnologia educativa.
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Technical information
Recebido: 21-02-2019
Revisado: 25-03-2019
Aceite: 10-05-2019
OnlineFirst: 15-07-2019
Data de publicação: 01-10-2019
Tempo de revisão do artigo: 32 dias | Tempo médio de revisão do número 61: 43 dias
Tempo de aceitação do artigo: 78 dias | Tempo médio de aceitação do número 61: 79 dias
Tempo de edição da pré-impressão: 177 dias | Tempo médio de edição pré-impressão do número 61: 178 dias
Tempo de processamento do artigo: 222 dias | Tempo médio de processamento do número 61: 223 dias
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Como citar
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