Please use this identifier to cite or link to this item: http://hdl.handle.net/10773/26929
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dc.contributor.authorPombo, Lúciapt_PT
dc.contributor.authorMarques, Margaridapt_PT
dc.date.accessioned2019-11-08T16:46:44Z-
dc.date.available2019-11-08T16:46:44Z-
dc.date.issued2019-
dc.identifier.issn2073-431Xpt_PT
dc.identifier.urihttp://hdl.handle.net/10773/26929-
dc.description.abstractThe public usually associates mobile devices to distraction and learning disruption, and they are not frequently used in formal education. Additionally, games and parks are both associated with play and leisure time, and not to learn. This study shows that the combination of mobiles, games, and parks can promote authentic learning and contributes to changing conventional mentalities. The study is framed by the EduPARK project that created an innovative app for authentic learning, supported by mobile and augmented reality (AR) technologies, for game-based approaches in a green park. A case study of the EduPARK strategy’s educational value, according to 86 Basic Education undergraduate students, was conducted. The participants experienced the app in the park and presented their opinion about: (i) mobile learning; (ii) the app’s usability; and (iii) the impact of the educational strategy in terms of factors, such as intrinsic motivation and authentic learning. Data collection included a survey and document collection of student reflections. Data were subjected to descriptive statistics, System Usability score computing, and content analysis. Students considered that the EduPARK strategy has educational value, particularly regarding content learning and motivation. From this study emerged seven supporting pillars that constitute a set of guidelines for future development of mobile game-based learning.pt_PT
dc.language.isoengpt_PT
dc.publisherMDPIpt_PT
dc.relationThis work is financed by FEDER—Fundo Europeu de Desenvolvimento Regional funds through the COMPETE 2020—Operational Programme for Competitiveness and Internationalisation (POCI), and by Portuguese funds through FCT—Fundação para a Ciência e a Tecnologia within the framework of the project POCI-01-0145-FEDER-016542.pt_PT
dc.rightsopenAccesspt_PT
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectMobile learningpt_PT
dc.subjectAugmented realitypt_PT
dc.subjectGame-based learningpt_PT
dc.subjectOutdoor learningpt_PT
dc.subjectAuthentic learningpt_PT
dc.subjectCross-subjects learningpt_PT
dc.subjectCase studypt_PT
dc.titleAn app that changes mentalities about Mobile Learning – the EduPARK Augmented Reality Activitypt_PT
dc.typearticlept_PT
dc.description.versionpublishedpt_PT
dc.peerreviewedyespt_PT
degois.publication.firstPage1pt_PT
degois.publication.issue2pt_PT
degois.publication.lastPage33pt_PT
degois.publication.titleComputerspt_PT
degois.publication.volume8pt_PT
dc.relation.publisherversionhttps://www.mdpi.com/2073-431X/8/2/37pt_PT
dc.identifier.doi10.3390/computers8020037pt_PT
dc.identifier.essn2073-431Xpt_PT
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