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
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