An embodied perspective on an augmented reality game in school: pupil's bodily experience toward learning
Odd Rune Stalheim,
Hege Merete Somby
Abstract:There has long been an increased focus on and investment in digital technology in schools to improve the quality of education. While digital tools have gained access to pedagogical spheres, physical activity has been overlooked, as pupils often engage in activities that require minimal bodily movement. In this article, we discuss pupils’ experiences with learning through an augmented reality (AR)-based game application and explain how the application supports embodied learning. Digital tools, including gaming,… Show more
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