2020
DOI: 10.3390/educsci10040095
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“Helping Nemo!”—Using Augmented Reality and Alternate Reality Games in the Context of Universal Design for Learning

Abstract: This article reports on the main experiences gained from a teaching intervention which utilised the alternate reality game ‘Helping Nemo’ in an augmented reality environment for formative assessment. The purpose of the study was to explore the ways in which the affordances arising from the combination of alternate reality games and augmented reality, situated in the context of Universal Design for Learning, might facilitate students’ learning amongst the aspects of engagement, participation, and response to st… Show more

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Cited by 29 publications
(31 citation statements)
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“…A recent study conducted during the COVID-19 crisis demonstrates that one can also not expect early career teachers to have advanced digital skills [38]. Furthermore, the risk exists that ICT equipment is just used for the sake of technology without exploring its full potential, for example, to meet a range of different pupil needs [39]. This fits the finding of Dolan (2016), who points out that digital inequality exists among schools as they differ in their style of ICT usage.…”
Section: Digital Developments In Schools-changing Teaching Practices and Digital Inequalitiesmentioning
confidence: 87%
“…A recent study conducted during the COVID-19 crisis demonstrates that one can also not expect early career teachers to have advanced digital skills [38]. Furthermore, the risk exists that ICT equipment is just used for the sake of technology without exploring its full potential, for example, to meet a range of different pupil needs [39]. This fits the finding of Dolan (2016), who points out that digital inequality exists among schools as they differ in their style of ICT usage.…”
Section: Digital Developments In Schools-changing Teaching Practices and Digital Inequalitiesmentioning
confidence: 87%
“…The adoptions of real settings and events such as feeding animals (e.g., Kuswardhana et al, 2015 ), taking a shower (e.g., Kang and Chang, 2019 ), taking the subway (e.g., Cano et al, 2019 ) and making a salad (e.g., Kirshner et al, 2011 ; Isasi et al, 2013 ) simulate real-life scenarios and help learners get used to and be aware of surrounding environments. Storyline and non-player characters (e.g., Navarro-Newball et al, 2014 ; Stylianidou et al, 2020 ) were also widely used to help learners obtain a sense of control of the learning environment.…”
Section: Resultsmentioning
confidence: 99%
“…ARGs promote children's active engagement with playful interactions, which enhances their learning motivation and experiences (Srisawasdi & Panjaburee, 2019). Previous research indicated that ARGs encourage children's social interactions to solve puzzles together, which helps them to build collective intelligence and collaborative skills, such as collaborative efficacy or communication skills (Stylianidou et al, 2020). Via engagement in collaborative problem-solving gaming, ARGs cultivate children's competencies, such as their problem-solving skills, reflection skills, management skills, creativity skills, and critical thinking skills (Gilliam et al, 2017).…”
Section: Alternate Reality Gamesmentioning
confidence: 99%