ERIC Number: EJ1426982
Record Type: Journal
Publication Date: 2024
Pages: 21
Abstractor: As Provided
ISBN: N/A
ISSN: N/A
EISSN: EISSN-2196-7091
An Embodied Perspective on an Augmented Reality Game in School: Pupil's Bodily Experience toward Learning
Odd Rune Stalheim; Hege Merete Somby
Smart Learning Environments, v11 Article 24 2024
There has long been an increased focus on and investment in digital technology in schools to improve the quality of education. While digital tools have gained access to pedagogical spheres, physical activity has been overlooked, as pupils often engage in activities that require minimal bodily movement. In this article, we discuss pupils' experiences with learning through an augmented reality (AR)-based game application and explain how the application supports embodied learning. Digital tools, including gaming, can supplement traditional activities, motivate children to become physically active and enhance their learning experiences. Integrating technology and physical activity can create a more varied, meaningful, and dynamic school day, positively supporting pupils' learning processes. The AR game associated with this study facilitated physical activity and learning experiences through a mobile device application. The empirical material for the study includes interviews with pupils participating in an AR game in mathematics. The findings show that participating in an AR game promoted embodied learning and positively impacted pupils' motivation, engagement and learning processes. More specifically, AR facilitated learners' engagement in the learning process by fostering their active involvement through physical and social collaboration and by enhancing the pupils' joy of learning. Additionally, the pupils expressed that they enjoyed the application's variations and the experiences that followed working collaboratively with the tasks. Moreover, they commonly found the physical and collaborative components of the AR game exciting and academically motivating. Studies on AR games and technology focusing on the opportunities and pedagogical foundations for their use in education are relevant in these precarious times. Indeed, more knowledge is needed on the ways creative and flexible learning processes that transpire within a technological learning environment influence embodied learning, knowledge that is essential for designing teaching and learning in the technical future.
Descriptors: Simulated Environment, Physical Environment, Educational Games, Human Body, Game Based Learning, Physical Activities, Handheld Devices, Computer Oriented Programs, Learner Engagement, Cooperative Learning
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Publication Type: Journal Articles; Reports - Research
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A