Aplicação de um jogo ubíquo com realidade aumentada no Ensino Fundamental

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

Pré-impressão: 15-07-2019

Data de publicação: 01-10-2019

Tempo de revisão do artigo: 32 dias | Tempo médio de revisão do número 61: 42 dias

Tempo de aceitação do artigo: 77 dias | Tempo médio de aceitação do número 61: 78 dias

Tempo de edição da pré-impressão: 176 dias | Tempo médio de edição pré-impressão do número 61: 177 dias

Tempo de processamento do artigo: 221 dias | Tempo médio de processamento do número 61: 222 dias

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Lopez-Garcia, Alejandro; Miralles-Martinez, Pedro; Maquilon, Javier;. Design, Application and Effectiveness of an Innovative Augmented Reality Teaching Proposal through 3P Model APPLIED SCIENCES-BASEL , 2019.

https://doi.org/10.3390/app9245426

Citas em Scopus

López-García, A., Miralles-Martínez, P., Maquilón, J. . Design, application and effectiveness of an innovative augmented reality teaching proposal through 3P model), Applied Sciences (Switzerland), .

https://doi.org/10.3390/app9245426

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https://doi.org/10.1007/978-3-030-42156-4_13

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https://www.mdpi.com/1660-4601/17/10/3637

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https://www.mdpi.com/2227-7102/10/4/121

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https://www.mdpi.com/1660-4601/17/10/3637

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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

López Belmonte, J., Pozo Sánchez, S., Fuentes Cabrera, A., & Vicente Bujez, M. R. (2020). Escenarios innovadores en Educación Física: El trabajo de la expresión corporal y musical mediado por la robótica.

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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