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2024 | OriginalPaper | Buchkapitel

7. Novel Teaching Methods in the Classroom: The Use of Augmented Reality Games

verfasst von : Mateus David Finco

Erschienen in: Augmented Reality Games II

Verlag: Springer International Publishing

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Abstract

This chapter investigates augmented reality (AR) games as one of the novel technologies used by teachers around the world. Whether students are watching videos of current events or manipulating interactive models in the apps, AR can add an extra layer of depth to lessons, allowing a direct interaction and enabling a differentiated sensory immersion. As students can play, watch, and create, they may benefit from the empathy, with a large potential for creative ways to build social and emotional skills through content learning. As results observed in the recent literature involving the use of AR games and apps in an educational perspective, it is possible to conclude that AR technology in education can effectively make students learning and understanding complex concepts in a more engaging and interactive way. Other relevant aspects that can be considered are present in the contribution to an increase in the level of fun and the potential for collaboration among students in the classroom, as well as to learn effectively and meaningfully. To sum up, AR provides an exciting and fascinating learning environment as it increases the motivation and attractiveness of teaching and learning in real-life scenarios for students.

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Literatur
Zurück zum Zitat Atalay N (2022) Augmented reality experiences of preservice classroom teachers in science teaching. Int Technol Educ J 6(1):28–42 Atalay N (2022) Augmented reality experiences of preservice classroom teachers in science teaching. Int Technol Educ J 6(1):28–42
Zurück zum Zitat Baabdullah B et al (2022) Usage of augmented reality (AR) and development of e-learning outcomes: an empirical evaluation of students’ e-learning experience. Comput Educ 177 Baabdullah B et al (2022) Usage of augmented reality (AR) and development of e-learning outcomes: an empirical evaluation of students’ e-learning experience. Comput Educ 177
Zurück zum Zitat Barma S et al (2015) Observation and analysis of a classroom teaching and learning practice based on augmented reality and serious games on mobile platforms. Int J Serious Games 2(2) Barma S et al (2015) Observation and analysis of a classroom teaching and learning practice based on augmented reality and serious games on mobile platforms. Int J Serious Games 2(2)
Zurück zum Zitat Imarc (2023) Augmented reality gaming market report by component (software, hardware), technology (RFID, GPS, mobile tracking, and others), device (mobiles, HMDs, smart glasses), game type (racing games, adventure games, fighting games, shooting games, mystery thriller games, puzzle games, science fiction games, and others), and region 2023–2028. https://www.imarcgroup.com/augmented-reality-gaming-market. Accessed 10 Oct 2023 Imarc (2023) Augmented reality gaming market report by component (software, hardware), technology (RFID, GPS, mobile tracking, and others), device (mobiles, HMDs, smart glasses), game type (racing games, adventure games, fighting games, shooting games, mystery thriller games, puzzle games, science fiction games, and others), and region 2023–2028. https://​www.​imarcgroup.​com/​augmented-reality-gaming-market. Accessed 10 Oct 2023
Zurück zum Zitat Magomadov S (2020) Examining the potential of VR and AR technologies for education. J Phys Conf Ser 1691:012160CrossRef Magomadov S (2020) Examining the potential of VR and AR technologies for education. J Phys Conf Ser 1691:012160CrossRef
Zurück zum Zitat Serina H (2017) Augmented technologies in the education: AR apps. J Educ Sci Psychol 7(69):2 Serina H (2017) Augmented technologies in the education: AR apps. J Educ Sci Psychol 7(69):2
Zurück zum Zitat Sinha S (2023) Augmented reality (AR) in education: a staggering insight into the future Sinha S (2023) Augmented reality (AR) in education: a staggering insight into the future
Metadaten
Titel
Novel Teaching Methods in the Classroom: The Use of Augmented Reality Games
verfasst von
Mateus David Finco
Copyright-Jahr
2024
DOI
https://doi.org/10.1007/978-3-031-54475-0_7