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

被引:11
|
作者
Lampropoulos, Georgios [1 ,2 ]
Keramopoulos, Euclid [1 ]
Diamantaras, Konstantinos [1 ]
Evangelidis, Georgios [3 ]
机构
[1] Int Hellen Univ, Dept Informat & Elect Engn, Thessaloniki 57400, Greece
[2] Hellen Open Univ, Sch Humanities, Patras 26335, Greece
[3] Univ Macedonia, Dept Appl Informat, Thessaloniki 54636, Greece
来源
EDUCATION SCIENCES | 2023年 / 13卷 / 06期
关键词
augmented reality; gamification; serious games; computer science; education; digital game-based learning; extended reality; CO-CREATION; MOTIVATION;
D O I
10.3390/educsci13060618
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
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.
引用
收藏
页数:21
相关论文
共 50 条
  • [1] Mixed Reality Serious Games and Gamification for smart education
    Zikas, Paul
    Bachlitzanakis, Vasileios
    Papaefthymiou, Margarita
    Kateros, Steve
    Georgiou, Stylianos
    Lydatakis, Nikos
    Papagiannakis, George
    [J]. PROCEEDINGS OF THE 10TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2016, : 805 - 812
  • [2] The Potential of Augmented Reality for Computer Science Education
    Resnyansky, Dmitry
    Ibili, Emin
    Billinghurst, Mark
    [J]. PROCEEDINGS OF 2018 IEEE INTERNATIONAL CONFERENCE ON TEACHING, ASSESSMENT, AND LEARNING FOR ENGINEERING (TALE), 2018, : 350 - 356
  • [3] Enhancing Computer Science Education with Adaptive Serious Games
    Miljanovic, Michael Alexander
    [J]. ICER '19 - PROCEEDINGS OF THE 2019 ACM CONFERENCE ON INTERNATIONAL COMPUTING EDUCATION RESEARCH, 2019, : 341 - 342
  • [4] Microorganisms: Integrating Augmented Reality and Gamification in a Learning Tool
    Ramli, Ratna Zuarni
    Marobi, Nor Athirah Umairah
    Ashaari, Noraidah Sahari
    [J]. INTERNATIONAL JOURNAL OF ADVANCED COMPUTER SCIENCE AND APPLICATIONS, 2021, 12 (06) : 354 - 359
  • [5] How Does Usability Impact Motivation in Augmented Reality Serious Games for Education?
    Ferrer, Vicente
    Perdomo, Alex
    Rashed-Ali, Hazem
    Fies, Carmen
    Quarles, John
    [J]. 2013 5TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES), 2013,
  • [6] Gamification and Serious Games in Orthopedic Education: A Systematic Review
    Tung, Wei Shao
    Baker, Riley
    Toy, Kendal
    Eftekhari, Mani
    Casey, George
    Jahani, Rana
    Bono, Christopher
    Harteveld, Casper
    Bejarano-Pineda, Lorena
    Ashkani-Esfahani, Soheil
    [J]. CUREUS JOURNAL OF MEDICAL SCIENCE, 2024, 16 (08)
  • [7] Inside the System - Designing VR Serious Games for Computer Science Education
    Baberowski, David
    Leonhardt, Thiemo
    Bergner, Nadine
    [J]. GAMES AND LEARNING ALLIANCE, GALA 2023, 2024, 14475 : 311 - 320
  • [8] Towards Design Patterns for Augmented Reality Serious Games
    Antonaci, Alessandra
    Klemke, Roland
    Specht, Marcus
    [J]. MOBILE LEARNING VOYAGE - FROM SMALL RIPPLES TO MASSIVE OPEN WATERS, 2015, 560 : 273 - 282
  • [9] Augmented Reality and Serious Games A Systematic Literature Mapping
    Pellens, Marco Aurelio
    Hounsell, Marcelo da Silva
    da Silva, Andre Tavares
    [J]. 2017 19TH SYMPOSIUM ON VIRTUAL AND AUGMENTED REALITY (SVR), 2017, : 227 - 235
  • [10] Game-Based Learning, Gamification in Education and Serious Games
    de Carvalho, Carlos Vaz
    Coelho, Antonio
    [J]. COMPUTERS, 2022, 11 (03)