Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
-
Published:2023-06-16
Issue:6
Volume:13
Page:618
-
ISSN:2227-7102
-
Container-title:Education Sciences
-
language:en
-
Short-container-title:Education Sciences
Author:
Lampropoulos Georgios12ORCID, Keramopoulos Euclid1ORCID, Diamantaras Konstantinos1ORCID, Evangelidis Georgios3ORCID
Affiliation:
1. Department of Information and Electronic Engineering, International Hellenic University, 57400 Thessaloniki, Greece 2. School of Humanities, Hellenic Open University, 26335 Patras, Greece 3. Department of Applied Informatics, University of Macedonia, 54636 Thessaloniki, Greece
Abstract
This study aims to evaluate the impact of using augmented reality, gamification, and serious games in computer science education. The study presents the development process of an educational mobile application, describes an experiment that was conducted and involved 117 higher education students, and analyzes the results of a 49-item paper-based questionnaire. In total, 8 research questions were explored. The results of the study revealed that several educational benefits can be yielded when integrating such applications in teaching and learning activities and actively involving students in the design and development process. In particular, the application was assessed as an effective learning tool that could enrich and improve the educational process and create interactive, inclusive, and student-centered learning environments. Its use led mostly to positive effects and experiences while maintaining the negative ones to a minimum and most students expressed positive emotions. Students were able to learn in a more enjoyable and interesting manner, and their motivation, engagement, self-efficacy, and immersion were greatly increased. Students’ innate need for autonomy, competence, and relatedness was satisfactorily met and both their intrinsic and extrinsic learning motivations were triggered. They felt a sense of belonging and cultivated their social skills. The potential of the application to improve students’ knowledge acquisition and academic achievements was also observed. The application also enabled students to improve their computational thinking and critical thinking skills. Therefore, the potential of combining augmented reality, gamification, and serious games to enhance students’ cognitive and social–emotional development was highlighted.
Funder
Hellenic Foundation for Research and Innovation
Subject
Public Administration,Developmental and Educational Psychology,Education,Computer Science Applications,Computer Science (miscellaneous),Physical Therapy, Sports Therapy and Rehabilitation
Reference71 articles.
1. Understanding the role of digital technologies in education: A review;Haleem;Sustain. Oper. Comput.,2022 2. From dual digitalization to digital learning space: Exploring the digital transformation of higher education;Bygstad;Comput. Educ.,2022 3. Lampropoulos, G., Anastasiadis, T., and Siakas, K. (2019, January 16). Digital game-based learning in education: Significance of motivating, engaging and interactive learning environments. Proceedings of the 25th International Conference on Software Process Improvement-Research into Education and Training (INSPIRE), Southampton, UK. 4. Impact of modern technology in education;Raja;J. Appl. Adv. Res.,2018 5. Naps, T.L., Rößling, G., Almstrum, V., Dann, W., Fleischer, R., Hundhausen, C., Korhonen, A., Malmi, L., McNally, M., and Rodger, S. (2002, January 24–28). Exploring the role of visualization and engagement in computer science education. Proceedings of the Working Group Reports from ITiCSE on Innovation and Technology in Computer Science Education, New York, NY, USA.
Cited by
20 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献
|
|