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Title:      VALUE OF AMOBILE GAME-BASED APP TOWARDS EDUCATION FOR SUSTAINABILITY
Author(s):      Rita Rodrigues, Lúcia Pombo, Margarida M. Marques, Sofia Ribeiro, João Ferreira-Santos and Julia Draghi
ISBN:      978-989-8704-47-4
Editors:      Piet Kommers, Inmaculada Arnedillo Sánchez and Pedro Isaías
Year:      2023
Edition:      Single
Keywords:      Mobile Learning, Outdoor Learning, Game-based Learning, Augmented Reality, Education for Sustainability, EduPARK App
Type:      Full Paper
First Page:      375
Last Page:      382
Language:      English
Cover:      cover          
Full Contents:      click to dowload Download
Paper Abstract:      The local environment can be explored to sustain effective sustainability learning. With this aim, new learning methodologies can be fostered, namely mobile and game-based learning, as is the case of the EduPARK app. This app supports innovative learning strategies through treasure hunt games, integrating multimedia and augmented reality resources, in natural spaces. This paper presents a pilot case study of a pedagogical approach based on the exploration of a game in the EduPARK app, in the outdoors. The game was developed to be explored in the largest annual event of the University of Aveiro (UA) - XPERiMENTA 2022 - where students of several ages and the wider community are invited to participate in diverse activities on the campuses. The main goal of the activity "XPERiMENTA with EduPARK in the UA Campus" was to raise basic education students' awareness towards nature conservation. Eighteen students (14 and 15 years-old) explored an interdisciplinary educational game that encouraged them to follow a path through the UA Campuses to promote learning related to recycling, renewable energies, food waste, and ocean plastic pollution. Simultaneously, curricular contents of Science, Mathematics, Education for Citizenship, and cultural aspects of the city of Aveiro were articulated. At the end of the activity, an individual and anonymous questionnaire to evaluate the activity was applied. Students revealed a positive attitude towards the EduPARK app, as their answers revealed they felt motivated to learn during the game. Additionally, students reached a good performance in the game, although difficulties in one specific question were identified. This paper presents preliminary results that will inform the development of a new related project, the EduCITY, that aims to promote education for sustainability through a smart learning city environment.
   

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