The digitalisation of everyday life has influenced the way 21st century students access information and acquire knowledge. Consequently, students’ educational requirements have drastically been modified. Augmented reality can be used as a means to satisfy these unprecedented needs. Moreover, the gamification approach when used in conjunction with augmented reality further enhances the educational benefits. This study presents a gamified augmented reality application which aims at increasing students’ motivation, engagement, and knowledge acquisition. For its development process, a co-design approach was followed. According to the results, it was confirmed by both teachers and students that the application was easy to learn and use and increased students’ motivation, immersion, and engagement in learning activities, making, thus, the overall learning experience intriguing, enjoyable and creative. Finally, it was observed that the educational process was more interactive, communicative, and engrossing for both teachers and students when the application was used.
Lampropoulos, G., Anastasiadis, T., & Siakas, K. (2021). A Gamified Augmented Reality Application for Improving Students’ Engagement, Motivation and Knowledge Acquisition. In Proceedings of the 26th International Conference on Software Process Improvement-Research into Education and Training (INSPIRE), 51–59. https://www.researchgate.net/profile/Georgios-Lampropoulos/publication/355062720_A_Gamified_Augmented_Reality_Application_for_Improving_Students’_Engagement_Motivation_and_Knowledge_Acquisition/links/615c409fc04f5909fd7e047f/A-Gamified-Augmented-Reality-Application-for-Improving-Students-Engagement-Motivation-and-Knowledge-Acquisition.pdf
The digitalisation of everyday life has influenced the way 21st century students access information and acquire knowledge. Consequently, students’ educational requirements have drastically been modified. Augmented reality can be used as a means to satisfy these unprecedented needs. Moreover, the gamification approach when used in conjunction with augmented reality further enhances the educational benefits. This study presents a gamified augmented reality application which aims at increasing students’ motivation, engagement, and knowledge acquisition. For its development process, a co-design approach was followed. According to the results, it was confirmed by both teachers and students that the application was easy to learn and use and increased students’ motivation, immersion, and engagement in learning activities, making, thus, the overall learning experience intriguing, enjoyable and creative. Finally, it was observed that the educational process was more interactive, communicative, and engrossing for both teachers and students when the application was used.
@inproceedings{lampropoulos_2021_gamified,
title = {A Gamified Augmented Reality Application for Improving Students’ Engagement, Motivation and Knowledge Acquisition},
author = {Lampropoulos, Georgios and Anastasiadis, Theofylaktos and Siakas, Kerstin},
booktitle = {In Proceedings of the 26th International Conference on Software Process Improvement-Research into Education and Training (INSPIRE)},
pages = {51-59},
year = {2021},
country = {United Kingdom},
url = {https://www.researchgate.net/profile/Georgios-Lampropoulos/publication/355062720_A_Gamified_Augmented_Reality_Application_for_Improving_Students'_Engagement_Motivation_and_Knowledge_Acquisition/links/615c409fc04f5909fd7e047f/A-Gamified-Augmented-Reality-Application-for-Improving-Students-Engagement-Motivation-and-Knowledge-Acquisition.pdf}
}