Please use this identifier to cite or link to this item: http://hdl.handle.net/10773/27551
Full metadata record
DC FieldValueLanguage
dc.contributor.authorPombo, Lúciapt_PT
dc.contributor.authorMarques, Margarida Moraispt_PT
dc.date.accessioned2020-02-12T11:08:32Z-
dc.date.issued2019-11-
dc.identifier.issn1741-5659pt_PT
dc.identifier.urihttp://hdl.handle.net/10773/27551-
dc.description.abstractMobile devices are intensively used by the Portuguese youth in their daily life, but not in school activities. Despite this gap, research shows that technology can promote students’ learning. This paper comprises a survey study where mobile learning is analyzed through the eyes of 244 students attending the 2 nd or 3 rd Cycles of Basic Education (CBE). The acknowledged advantages and difficulties of the use of mobile devices for learning, as well as the educational value and usability of a specific mobile learning strategy, using the EduPARK app and game, were analyzed. Results revealed that most students owned a mobile device and were able to use them to learn. They had a positive perspective regarding mobile learning and valued the advantages of being easy to find up-to-date information, motivating for learning and easy to carry along. Difficulties are related to the use of mobile devices to learn, such as requiring an internet connection, its slowness, and prohibition of mobile devices in schools. The EduPARK game achieved an average Educational Value Scale of 83.8 and an average System Usability Scale of 80.2, indicating its high educational value and usability for students. This paper presents empirical evidence regarding the effectiveness of the integration of mobile game-based AR approaches in Basic Education to promote students’ learning. It also includes an example of excellent cros-subjects educational materials that comprises a very useful tool for teachers and students to explore scientific knowledge by accessing appealing information on biological and historical references of a local urban park.pt_PT
dc.language.isoengpt_PT
dc.publisherEmeraldpt_PT
dc.relationCOMPETE 2020 - Operational Programme for Competitiveness and Internationalisation (POCI)pt_PT
dc.relationPOCI-01-0145-FEDER-016542pt_PT
dc.rightsembargoedAccesspt_PT
dc.rights.urihttp://creativecommons.org/licenses/by-sa/4.0/pt_PT
dc.subjectMobile Learningpt_PT
dc.subjectAugmented realitypt_PT
dc.subjectOutdoor activitiespt_PT
dc.subjectGame-Based Learningpt_PT
dc.subjectAuthentic learningpt_PT
dc.subjectBasic learningpt_PT
dc.titleImproving students’ learning with a mobile augmented reality approach: the EduPARK gamept_PT
dc.typearticlept_PT
dc.description.versionpublishedpt_PT
dc.peerreviewedyespt_PT
degois.publication.firstPage392pt_PT
degois.publication.issue4pt_PT
degois.publication.lastPage406pt_PT
degois.publication.titleInteractive Technology and Smart Educationpt_PT
degois.publication.volume16pt_PT
dc.date.embargo2021-12-
dc.identifier.doi10.1108/ITSE-06-2019-0032pt_PT
Appears in Collections:CIDTFF - Artigos

Files in This Item:
File Description SizeFormat 
ITSEpaper_EduPARK_author_version.pdf517.84 kBAdobe PDFView/Open


FacebookTwitterLinkedIn
Formato BibTex MendeleyEndnote Degois 

Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.