Title:
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VALUE OF AMOBILE GAME-BASED APP TOWARDS
EDUCATION FOR SUSTAINABILITY |
Author(s):
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Rita Rodrigues, Lúcia Pombo, Margarida M. Marques, Sofia Ribeiro, João Ferreira-Santos and Julia Draghi |
ISBN:
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978-989-8704-47-4 |
Editors:
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Piet Kommers, Inmaculada Arnedillo Sánchez and Pedro Isaías |
Year:
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2023 |
Edition:
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Single |
Keywords:
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Mobile Learning, Outdoor Learning, Game-based Learning, Augmented Reality, Education for Sustainability, EduPARK
App |
Type:
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Full Paper |
First Page:
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375 |
Last Page:
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382 |
Language:
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English |
Cover:
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Full Contents:
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click to dowload
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Paper Abstract:
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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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