“Helping Nemo!”—Using Augmented Reality and Alternate Reality Games in the Context of Universal Design for Learning
Abstract
:1. Introduction
2. Theoretical Background
2.1. Inclusive Education
2.2. Multimodal Learning and Students’ Engagement and Participation in Learning through the Prism of Universal Design for Learning
2.3. Contemporary Multimodal Learning: Augmented Reality and Serious Alternate Reality Games
“ARGs invite players to imagine and inhabit a past, present, or future alternate world, requiring that they look critically at the information they find, constantly asking “what if” questions. By embedding gameplay and story seamlessly into existing, everyday technologies, ARGs neither acknowledge nor promote the fact that they are games. The lines between “what’s real” and “what’s not” are unclear, fostering “what-if” interrogation.”
- (1)
- What is the impact of an alternate reality game enhanced with AR on students’ engagement in learning?
- (2)
- In what ways do the students perceive their participation in the learning process in the context of an alternate reality game enhanced with AR?
- (3)
- In what ways do the affordances provided by the combination of ARG–AR in the context of UDL respond to students’ variability?
3. Methodology
3.1. Context and Participants
3.1.1. Research Design
3.1.2. Participants
3.2. Ethical Issues
3.3. Preparation and Design Considerations
Greek language Cognitive Objectives:The students must:
Be able to read and understand instructions. Identify key information that is stated directly or indirectly in the text. Develop strategies for drawing conclusions about how a topic is presented. Understand the function of linguistic elements in rendering representation in descriptions with real or imaginary elements.Mathematics Cognitive Objectives:The students must:
Know the patterns of 3, 4, and 6. Be able to add up to 100 (without or exceeding tens). Know the use of the calendar (days, weeks, months, time).Art Cognitive Objectives:The students must:
Easily generate ideas by linking them to their real life experiences and imagination. Give images a variety of meanings. Link social concerns with artistic practices in their daily and school life.
3.3.1. Helping Nemo: Designing the ARG–AR
3.3.2. Teaching Intervention
3.4. Data Collection
3.4.1. Activity 1: Students’ Short Reflection Statements
3.4.2. Activities 1 and 2: Leuven Scale
3.4.3. Activity 1 and 2: Focus Groups and Teacher’s Reflective Diary
3.5. Analysis
4. Results
4.1. Results of Activity One: Helping Nemo!
4.1.1. Quantitative Results
4.1.2. Qualitative Results
R: What did you like more from what we did today? From what you did last time with your teacher? What was more wow?S12: I had a great time with my team, we solved puzzles, and we learned more things about the myth of the Queen.S3: I liked that we worked together and solved the puzzles and learned about the Queen’s legend.S1: I liked that we solved the puzzles as a group. I liked my team.S15: I liked it because we solved puzzles and learned more.S19: I liked the way we collaborated and we have to say thank you to our teacher for this gift.
«Almost all children participated in the lesson more than usual. They interacted widely with each other throughout the activity. The children seemed to find a way to work together to solve the puzzles. Without any intervention or prompting from me, they would take the tablet in turns and work together when they needed to find the correct answer to a puzzle.»
R: What did you like during this activity?S5: I liked that we had to place the tablet over the image and watch a video.S8: I liked that we used the tablet to open the doors.
«I had a concern about using technology to such an extent in the classroom. I did not know how the students would respond, if they were going to encounter any difficulties. In the end, the only thing they asked from me was the tablet’s password, and the rest of the activity took place faster and easier than I had expected».
«By using the tablets and feeling that they were part of the game they felt that they had learned ‘on their own’ after solving the puzzles and had almost come to the end of the story with no help from their teacher but working in groups together.»(teacher’s diary)
R: Would you recommend it to some of your other classmates who haven’t done it before?S8: Yes.R: Why?S8: Because they may not know what to do and I would be able to tell them what to do.
«The kids perceived what we did as something very creative and important. In the breaks that followed I heard them discuss and brag about it to their friends from other classes»(teacher’s diary)
R: What do you think that you learned with all the things that we did today and last time?S11: Things about our mum and our dad, for them to be excited.R: What kind of things?S11: The puzzles and that sort of things.
R: Would you like to do similar activities in other subjects?S19: Yes.R: Why?S19: Because it was amazing.S5: Because I had fun.S7: Because it was fun!S20: Today we learned that the lesson…looks…like… a game!
«all the children had fun and treated the activity as a game»(teacher’s diary)
4.2. Results of Activity 2: Students Creating Their Own ARGs
4.2.1. Quantitative Results
4.2.2. Qualitative Results
R: Do you have any ideas so that these activities can become better?S20: I would like to continue our puzzle-story, finish all the pages and have it as a memento.R: What did you like most from all we did today?S22: I liked that we all did the puzzle-story because we would have it and remember that we were in second grade with our teacher.
R: What did you like most about everything we did?S3: That we inserted the photos.S9: I liked that we were inserting the pictures.S25: I liked that we created a puzzle-story, and we uploaded the pictures and we wrote the puzzle-story by ourselves.S17: I liked the computer.R: Why did you like that?S17: Because we could insert the pictures and do things by ourselves and it was very nice.
4.3. Results Referring to Activity 1 & Activity 2
R: Would you like to do similar activities in other subjects?S2: Yes.R: Why?S3: I would like to do it in other subjects because I liked puzzle-solving a lot.S16: I would like to do it again because I had fun with my team and the puzzles.S12: I would like to do this next year too, writing a puzzle-story also do the activity with the Queen’s tower.
R: I want you to think a little bit and tell me some ideas about how we can do these activities better.S2: We might have used more tablets and have more puzzles it would be nicer.R: Why?S2: Because we had only three puzzles and they were very few if we had more puzzles we were going to have more fun. It will have more action if we have more!S4: We could change the topic with the tablets a little bit and learn more things.R: Do you mean instead of the Queen’s tower that you did last time to do something else?S4: Yes, to learn more things.S8: I would like to do all 40 class periods in this way!
«The kids got excited about the puzzles, and they kept asking me to do something similar in other lessons with even more puzzles. They liked using the tablets and they told me that they would love it even more if they had more. Most kids would like to take some time to use the tablet and continue the activity».(teacher’s diary)
«I was very impressed with the case of a student with selective mutism who was talking with his/her classmates and participating in the lesson like never before. In addition, the bilingual children participated in the activity more than they usually do. If I compare each student with his/her own level of engagement in conventional lessons, the level of engagement during these activities was higher for each individual».«The students understood what was requested from them from the first minutes and worked as a team to solve the puzzles. All children were working on equal terms, and someone who doesn’t know them would not be able to identify academically strong and weak students».
5. Discussion
5.1. What is the Impact of an Alternate Reality Game Enhanced with AR on Students’ Engagement in Learning?
5.2. In What Ways do the Students Perceive Their Participation in the Learning Process in the Context of an Alternate Reality Game Enhanced with AR?
“Emotions have diagnostic value for the teacher because they reveal underlying cognitions, commitments and concerns. Teachers need to be aware of their students’ motivational beliefs and be sensitive to their emotions as this information can inform the design of the learning process. Their own behaviour and their teaching and evaluation practices trigger specific emotions and motivational beliefs in the students, which in turn affect the quality of the learning which takes place.”
5.3. In What Ways do the Affordances Provided by the Combination of ARG–AR, in the Context of UDL, Respond to Students’ Variability?
6. Limitations of the Study
7. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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Stylianidou, N.; Sofianidis, A.; Manoli, E.; Meletiou-Mavrotheris, M. “Helping Nemo!”—Using Augmented Reality and Alternate Reality Games in the Context of Universal Design for Learning. Educ. Sci. 2020, 10, 95. https://doi.org/10.3390/educsci10040095
Stylianidou N, Sofianidis A, Manoli E, Meletiou-Mavrotheris M. “Helping Nemo!”—Using Augmented Reality and Alternate Reality Games in the Context of Universal Design for Learning. Education Sciences. 2020; 10(4):95. https://doi.org/10.3390/educsci10040095
Chicago/Turabian StyleStylianidou, Nayia, Angelos Sofianidis, Elpiniki Manoli, and Maria Meletiou-Mavrotheris. 2020. "“Helping Nemo!”—Using Augmented Reality and Alternate Reality Games in the Context of Universal Design for Learning" Education Sciences 10, no. 4: 95. https://doi.org/10.3390/educsci10040095
APA StyleStylianidou, N., Sofianidis, A., Manoli, E., & Meletiou-Mavrotheris, M. (2020). “Helping Nemo!”—Using Augmented Reality and Alternate Reality Games in the Context of Universal Design for Learning. Education Sciences, 10(4), 95. https://doi.org/10.3390/educsci10040095