Please use this identifier to cite or link to this item:
https://ruomo.lib.uom.gr/handle/7000/1581
Title: | Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education |
Authors: | Lampropoulos, Georgios Keramopoulos, Euclid Diamantaras, Konstantinos I. Evangelidis, Georgios |
Type: | Article |
Subjects: | FRASCATI::Natural sciences::Computer and information sciences |
Keywords: | augmented reality gamification serious games computer science education digital game-based learning extended reality |
Issue Date: | 16-Jun-2023 |
Publisher: | MDPI |
Source: | Education Sciences |
Volume: | 13 |
Issue: | 6 |
First Page: | 618 |
Abstract: | 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. |
URI: | https://doi.org/10.3390/educsci13060618 https://ruomo.lib.uom.gr/handle/7000/1581 |
ISSN: | 2227-7102 |
Other Identifiers: | 10.3390/educsci13060618 |
Appears in Collections: | Department of Applied Informatics |
Files in This Item:
File | Description | Size | Format | |
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education-13-00618-v2.pdf | 5,17 MB | Adobe PDF | View/Open |
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