Application of the ubiquitous game with augmented reality in Primary Education

Sáez-López, José-Manuel, Sevillano-García-García, María Luisa and Pascual-Sevillano, María de los Ángeles Application of the ubiquitous game with augmented reality in Primary Education. Comunicar, 2019, vol. 27, n. 61, pp. 71-82. [Journal article (Paginated)]

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English 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.

Spanish abstract

La inmersión de la realidad aumentada (RA) propicia la coexistencia de objetos virtuales y entornos reales que permiten la experimentación con fenómenos que no son posibles en el mundo real. La realidad aumentada está generando una nueva oportunidad de crecimiento de la ubicuidad en los entornos educativos. El objetivo de este estudio es analizar el impacto que tiene sobre el aprendizaje la integración educativa de los enfoques de juego ubicuo con realidad aumentada. Se realizó un estudio cuasi experimental con 91 alumnos de sexto curso de Educación Primaria, se diseñó el escenario de aprendizaje y se seleccionó la aplicación de realidad aumentada «WallaMe», que fue utilizada en cinco sesiones de una unidad didáctica del área de Educación Artística. Mediante el procedimiento de pretest y postest se evaluaron el rendimiento académico y las habilidades de búsqueda de información, y una escala Likert analizó las variables motivación y colaboración entre los estudiantes. Los resultados mostraron que el grupo experimental obtiene mejoras estadísticamente significativas en la motivación hacia el aprendizaje, el rendimiento académico de la materia y en la competencia digital. En definitiva, se concluye que las actividades dinámicas manejadas en la intervención, que hacen uso de realidad aumentada y localización, aportan beneficios en los procesos de enseñanza aprendizaje, y propician una innovación y mejora educativa con el uso de la tecnología educativa.

Item type: Journal article (Paginated)
Keywords: Mobile learning; classroom; basic education; search strategies; learning processes; education; educational technology; educational trends; Aprendizaje móvil; aula; educación básica; estrategias de búsqueda; procesos de aprendizaje; enseñanza; tecnología educativa; tendencia educacional
Subjects: B. Information use and sociology of information > BJ. Communication
G. Industry, profession and education.
G. Industry, profession and education. > GH. Education.
Depositing user: Alex Ruiz
Date deposited: 31 Mar 2020 08:16
Last modified: 31 Mar 2020 08:16
URI: http://hdl.handle.net/10760/39437

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