Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education

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

Publisher

MDPI AG

Subject

Public Administration,Developmental and Educational Psychology,Education,Computer Science Applications,Computer Science (miscellaneous),Physical Therapy, Sports Therapy and Rehabilitation

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