We can't find the internet
Attempting to reconnect
Something went wrong!
Hang in there while we get back on track
Learning Effects of Augmented Reality and Game-Based Learning for Science Teaching in Higher Education in the Context of Education for Sustainable Development
Summary
Researchers tested an augmented reality game-based learning environment called 'Beat the Beast' to teach university students about microplastics across biology, chemistry, and engineering disciplines. A study of 203 pre-service teachers compared settings with and without augmented reality and game elements to measure effects on motivation, knowledge, and sustainability outcomes. The findings contribute to understanding how emerging educational technologies can support interdisciplinary science teaching about environmental topics.
In the course of digitalization, new technologies and innovations are continuously introduced to the educational sector. For instance, augmented reality (AR) is increasingly applied in science teaching in both school and higher education. Combining real and virtual content potentially enhances interactivity and understanding of the learning process. This teaching and learning approach can positively impact various learning outcomes, such as learning gains and motivation. This paper aims to investigate the positive learning effects of AR using a game-based AR learning environment: “Beat the Beast”. In line with the concept of an education for sustainable development (ESD) topic, microplastics, this learning environment follows an interdisciplinary approach, combining the subjects of biology, chemistry, and engineering. To determine and distinguish the effects of implementing the technology AR in science learning environments as well as the principles of game-based learning, we contrasted the learning environment into two factors: one with AR and one without AR and the other with a game and without a game. A quasi-experimental design with 203 pre-service teachers of the first semester of all subjects was chosen to evaluate the four different types of settings with questionnaires on motivation, technology acceptance, user engagement, cognitive load, computer self-efficacy, knowledge, and ESD outcomes in higher education. Our research demonstrates that although augmented reality (AR) imposes a relatively elevated cognitive load, it does not negatively affect learning effects. In spite of the increased cognitive load, learners in AR settings do not exhibit lesser knowledge acquisition compared to those in alternative environments. Moreover, our investigation highlights AR’s potential to amplify motivation and user engagement. Contrary to expectations, in the context of the selected subject matter and target audience, game-based adaptations of the educational environment fail to enhance learning outcomes. These versions actually underperform compared to other formats in both motivational and engagement metrics.
Sign in to start a discussion.
More Papers Like This
Mobile Augmented Reality Games Towards Smart Learning City Environments: Learning About Sustainability
This study explored how mobile augmented reality games can teach sustainability concepts, including environmental pollution from plastics, within smart city learning environments. Students who played location-based AR games showed increased awareness of environmental protection and sustainability issues. The research suggests that gamified learning tools could be effective at raising public awareness about environmental challenges including plastic pollution.
Mobile Augmented Reality Games Towards Smart Learning City Environments: Learning Sustainability with the [Project’s Name] App
This study evaluated mobile augmented reality games as educational tools for teaching sustainability competencies in a smart learning city context, with one module addressing plastic pollution and microplastic awareness among urban residents and students.
"value of Amobile Game-based App Towards Education for Sustainability"
This paper describes the EduPARK mobile app, which uses game-based learning to promote sustainability education in park environments. The tool encourages students to explore local ecosystems and learn environmental concepts through interactive play. Apps like this can build long-term pro-environmental attitudes that may reduce plastic waste behavior.
"raising Students’ Awareness About Nature Conservation: from the Park to the City"
This paper presents the EduCITY project, which uses mobile devices, augmented reality, and outdoor games to teach students about nature conservation and environmental sustainability. The approach brings environmental education out of the classroom into urban and natural settings. The project is relevant to microplastics awareness as it promotes environmental literacy in school-age children.
Gamification and ocean literacy in early secondary education
This study evaluated the use of a gamified mobile app to improve ocean literacy and environmental awareness in secondary school students. Engaging young people about ocean health through digital games could help build understanding of microplastic pollution and motivate behavior change.