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EduCITY app user experience: school students' perspective

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Detalhes bibliográficos
Resumo:The literature highlights Mobile Augmented Reality Games (MARGs) as effective tools for enhancing k-12 students’ learning, fostering cognitive and emotional development, and innovating educational practices. However, challenges like technical constraints, expenses, and accessibility, hinder their widespread adoption. Despite their potential, MARGs remain underutilised in educational settings, possibly due to the scarcity of reliable educational materials. Hence, there’s a pressing need to develop educational MARGs, particularly, for sustainable development education. The primary goals of EduCITY projects are to foster knowledge and facilitate new approaches for citizens to actively contribute to the city's sustainability. Consequently, the project team has developed a smart learning city ecosystem, comprising a mobile application and a web-based platform for collaborative creation by MARG users, including students and educators, who lack programming expertise. Hence the necessity to evaluate the user experience (UX) of the prototype EduCITY application. This research survey explores the user experience (UX) of the EduCITY app prototype among 82 students in the 7th to 11th grades from Aveiro, following their participation in an outdoor game-playing activity. Data collection used a self-administered questionnaire focusing on the review of the EduCITY app, with analysis conducted using a User Experience Questionnaire (UEQ) software. Results were analysed through various methods, including mean value comparison, benchmark evaluation, and confidence assessment of different quality parameters. The results’ analysis of the app evaluation demonstrated notable strength in “Attractiveness” and “Stimulation” but also revealed areas for improvement, particularly in “Dependability” and “Novelty”. This study indicates a growing recognition among students regarding the significance of MARGs in education, aligning with Goal 4 of the 2030 Agenda for Sustainable Development.
Autores principais:Sousa, B.
Outros Autores:Marques, M. M.; Pombo, L.
Assunto:Mobile learning Augmented reality games Education Game-based learning User experience Sustainable development EduCITY
Ano:2024
País:Portugal
Tipo de documento:artigo
Tipo de acesso:acesso restrito
Instituição associada:Universidade de Aveiro
Idioma:inglês
Origem:RIA - Repositório Institucional da Universidade de Aveiro
Descrição
Resumo:The literature highlights Mobile Augmented Reality Games (MARGs) as effective tools for enhancing k-12 students’ learning, fostering cognitive and emotional development, and innovating educational practices. However, challenges like technical constraints, expenses, and accessibility, hinder their widespread adoption. Despite their potential, MARGs remain underutilised in educational settings, possibly due to the scarcity of reliable educational materials. Hence, there’s a pressing need to develop educational MARGs, particularly, for sustainable development education. The primary goals of EduCITY projects are to foster knowledge and facilitate new approaches for citizens to actively contribute to the city's sustainability. Consequently, the project team has developed a smart learning city ecosystem, comprising a mobile application and a web-based platform for collaborative creation by MARG users, including students and educators, who lack programming expertise. Hence the necessity to evaluate the user experience (UX) of the prototype EduCITY application. This research survey explores the user experience (UX) of the EduCITY app prototype among 82 students in the 7th to 11th grades from Aveiro, following their participation in an outdoor game-playing activity. Data collection used a self-administered questionnaire focusing on the review of the EduCITY app, with analysis conducted using a User Experience Questionnaire (UEQ) software. Results were analysed through various methods, including mean value comparison, benchmark evaluation, and confidence assessment of different quality parameters. The results’ analysis of the app evaluation demonstrated notable strength in “Attractiveness” and “Stimulation” but also revealed areas for improvement, particularly in “Dependability” and “Novelty”. This study indicates a growing recognition among students regarding the significance of MARGs in education, aligning with Goal 4 of the 2030 Agenda for Sustainable Development.