Please use this identifier to cite or link to this item: http://hdl.handle.net/10773/33984
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dc.contributor.authorPombo, Lúciapt_PT
dc.contributor.authorMarques, Margarida M.pt_PT
dc.date.accessioned2022-05-30T16:31:13Z-
dc.date.available2022-05-30T16:31:13Z-
dc.date.issued2022-03-
dc.identifier.isbn978-989-8704-38-2-
dc.identifier.issn1741-5659-
dc.identifier.urihttp://hdl.handle.net/10773/33984-
dc.description.abstractThis study used Bloom's Revised Taxonomy to examine 30 questions produced for a mobile quiz game with augmented reality contents to be explored in a formal learning context, in an urban green park, in Portugal. The game was co-created by 14 in-service teachers involved in a 50h training that aimed to promote the collaborative development of open digital educational resources that foster Science, Technology, Engineering and Mathematics (STEM) learning based on game approach and supported by mobile devices in outdoor settings. This is a qualitative study, based on the questions planning documents produced by the teacher trainees, which was treated using a hybrid process of inductive and deductive content analysis. The results indicate that teachers developed questions that, in the learner point of view, fall in the lower taxonomy levels, namely Remember, Understand, Apply and Analyze. Moreover, the most frequent type of question required “Direct application” of contents already known to real situations and mobilization of information expected to have been already covered at school, in a “Consolidation” approach. The empirical results suggest that the highest levels of Bloom’s Revised Taxonomy (Evaluate and Create) are only achievable, during the process of game creation, and not while playing the game. Suggestions were made regarding future research, such as to analyze the process of game co-creation by teachers familiar with this classification system, to triangulate with the current study. This work is relevant for teacher trainees and teachers to promote higher quality game-based learning in teaching practices, as well as its associated resources.pt_PT
dc.description.sponsorshipThis work is financially supported by National Funds through FCT – Fundação para a Ciência e a Tecnologia, I.P., under the project UIDB/00194/2020. The EduPARK project was funded by FEDER funds through the COMPETE 2020-Operational Programme for Competitiveness and Internationalisation (POCI), and by Portuguese funds through FCT, Grant N. POCI-01-0145-FEDER-016542. The work of the second author is funded by national funds (OE), through University of Aveiro, in the scope of the framework contract foreseen in numbers 4, 5 & 6 of article 23 of Decree-Law 57/2016 of August 29 changed by Law 57/2017 of July 19.pt_PT
dc.language.isoengpt_PT
dc.publisherIADISpt_PT
dc.relationinfo:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDB%2F00194%2F2020/PTpt_PT
dc.relationPOCI-01-0145-FEDER-016542pt_PT
dc.rightsopenAccesspt_PT
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectClassification of questionspt_PT
dc.subjectMobile learningpt_PT
dc.subjectGame-based learningpt_PT
dc.subjectTeacher trainingpt_PT
dc.subjectQualitative studypt_PT
dc.titleMobile learning games with augmented reality in a park: system for classification of questions for quiz game creationpt_PT
dc.typebookPartpt_PT
dc.description.versionpublishedpt_PT
dc.peerreviewedyespt_PT
ua.event.date12-14 março, 2022pt_PT
degois.publication.firstPage187pt_PT
degois.publication.lastPage194pt_PT
degois.publication.titleProceedings of The International Conferences 2022 on E-Society and Mobile Learning 2022pt_PT
dc.relation.publisherversionhttp://www.iadisportal.org/digital-library/iadis-international-conference-e-society-espt_PT
dc.identifier.essn1645-7641-
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DEP - Capítulo de livro

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