Please use this identifier to cite or link to this item: http://hdl.handle.net/10773/27297
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dc.contributor.authorMarques, Margarida Moraispt_PT
dc.contributor.authorPombo, Lúciapt_PT
dc.date.accessioned2020-01-16T15:56:36Z-
dc.date.available2020-01-16T15:56:36Z-
dc.date.issued2020-
dc.identifier.isbn978-981-13-9651-9pt_PT
dc.identifier.urihttp://hdl.handle.net/10773/27297-
dc.description.abstractAlthough only recently mobile augmented reality (AR) games have been adopted for educational purposes, research recognizes their potential and offers guidelines for their use in education, to create smart-learning ecosystems. It is time for teachers to adopt these technologies, but are they receptive to them? The aim of this study is to reveal teachers’ readiness to adopt mobile AR technologies in their practices, after training, bridging the gap between educational practices and research in educational sciences. This paper reports a case study based on a workshop designed to support teachers’ adoption of teaching strategies involving game-based mobile learning (mLearning) with AR. The workshop was conducted under the EduPARK project and offered trainees the opportunity to collaboratively experience the use, in loco, of the EduPARK app for outdoor learning with AR, as well as prompted them to plan educational resources appropriating these technologies. Data were collected through individual questionnaires and focus group interviews, and they were analysed through descriptive statistics, the computing of the educational value scale (EVS) and of the system usability scale (SUS), as well as content analysis. The results show that teachers consider they are ready to integrate mobile AR games in their practices, but they are foreseeing difficulties that need to be addressed. This paper contributes to the field of teacher training in game-based mLearning with AR as it unveils teachers’ readiness to adopt these technologies and why. Moreover, it characterizes a typology of teacher training in this area that, according to the trainee teachers, is successful.pt_PT
dc.language.isoengpt_PT
dc.publisherSpringer Singaporept_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.rightsrestrictedAccesspt_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.subjectOutdoorspt_PT
dc.subjectTeacher trainingpt_PT
dc.subjectCase studypt_PT
dc.titleGame-based mobile learning with augmented reality: Are teachers ready to adopt it?pt_PT
dc.typebookPartpt_PT
dc.description.versionpublishedpt_PT
dc.peerreviewedyespt_PT
degois.publication.firstPage207pt_PT
degois.publication.lastPage218pt_PT
degois.publication.locationSingaporept_PT
degois.publication.titleProject and Design Literacy as Cornerstones of Smart Education - Proceedings of the 4th International Conference on Smart Learning Ecosystems and Regional Developmentpt_PT
degois.publication.volume158-
dc.relation.publisherversionhttps://www.springer.com/gp/book/9789811396519pt_PT
dc.identifier.doi10.1007/978-981-13-9652-6pt_PT
dc.identifier.esbn978-981-13-9652-6pt_PT
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