The Impact of Teacher Training Using Mobile Augmented Reality Games on Their Professional Development
Abstract
:1. Introduction
2. Materials and Methods
- Motivations and expectations, with a multiple-choice question on motivations to attend the workshop and an open-ended question on expectations;
- Conditions for the use of digital technologies in the teachers’ educational context, with a few closed-ended questions on the types of digital technologies (e.g., desktop computers, smartphones, internet connection) available for their practice, for students’ learning and school policy on mobile devices use, and also an optional open-ended question for additional comments on this topic;
- Workshop teaching approaches: (i) mobile learning, (ii) AR use in education, and (iii) game-based-learning; all these topics included a mixture of open- and closed-ended questions for data collection on teacher-trainees’ basic knowledge, previous experience and frequency of use, perceptions about benefits and barriers, and additional comments on the topic;
- Demographic data, such as gender, academic qualifications, years of teaching experience, subjects, schoolyears that they were teaching, and average number of students in their classes;
- Workshop assessment, with a set of multiple-choice questions on aspects such as the methodology, level of difficulty of the proposed activities, and reported readiness to explore the teaching approaches, as well as a few optional open-ended questions to deepen teachers’ perspectives;
- Differences in the conditions for the use of digital technologies in the teachers’ educational context, with a multiple-choice question, as well as an optional open-ended question for additional comments;
- Workshop teaching approaches, similar to the initial questionnaire.
Study Participants
3. Results and Discussion
3.1. Basic Knowledge
3.2. Teacher Experience as A Learner
3.3. Reported Use in Teaching Practice
3.4. Opinions about Benefits and Barriers
4. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
Question ID | Type | Questions in English (in Portuguese in the Original Questionnaire) |
---|---|---|
G4Q01 | open-ended | Explain, in your own words or citing authors in the literature, what you mean by mobile learning. |
G4Q02 | open-ended | If you know of any educational initiatives or projects involving mobile devices, briefly describe an example. |
G4Q03 | closed-ended, one | Have you ever used mobile devices to learn? Yes No I don’t know/I don’t remember |
G4Q04 | open-ended | Briefly describe an experience where you have used a mobile device to learn. |
G4Q05 | closed-ended, one option selection | How often do you use mobile devices to promote learning? Never used Sometimes Periodically (e.g., twice a month per class) Very often (for example, almost every day) |
G4Q06 | open-ended | What could motivate you to use mobile devices to promote learning? |
G4Q07 | open-ended | Briefly describe an experience where you have used mobile devices to promote learning. |
G4Q08 | open-ended | What potential/advantages do you identify in the use of mobile devices to promote learning? (Please clearly present at least three strengths/advantages that may affect the teaching class) |
G4Q09 | open-ended | What barriers/constraints do you recognize in using mobile devices to promote learning? (Please clearly state at least three barriers/constraints that can affect teachers) |
G4Q10 | open-ended | Do you have any comments regarding mobile learning? |
G5Q01 | open-ended | Explain, in your own words or citing authors in the literature, what you mean by educational use of augmented reality. |
G5Q02 | open-ended | If you know any educational initiatives or projects that involve augmented reality, briefly describe an example. |
G5Q03 | closed-ended, one option selection | Have you ever had any experience in augmented reality (regardless of context)? Yes No I don’t know/I don’t remember |
G5Q04 | open-ended | Briefly describe an experience in which you have used augmented reality (regardless of context). |
G5Q05 | closed-ended, one option selection | Have you ever used augmented reality to learn? Yes No I don’t know/I don’t remember |
G5Q06 | open-ended | Briefly describe an experience in which you have used augmented reality to learn. |
G5Q07 | closed-ended, one option selection | How often do you use augmented reality to promote learning? Never used Sometimes Periodically (e.g., twice a month per class) Very often (for example, almost every day) |
G5Q08 | open-ended | What could motivate you to use augmented reality to promote learning? |
G5Q09 | open-ended | Briefly describe an experience in which you have used augmented reality to promote learning. |
G5Q10 | open-ended | What potential/advantages do you identify in using augmented reality to promote learning? (Please clearly present at least three strengths/advantages that may affect teachers.) |
G5Q11 | open-ended | What barriers/constraints do you recognize in the use of augmented reality to promote learning? (Please clearly state at least three barriers/constraints that can affect teachers.) |
G5Q12 | open-ended | Do you have any comments regarding the educational use of augmented reality? |
G6Q01 | open-ended | Explain, in your own words or citing authors in the literature, what you mean by game-based learning. |
G6Q02 | open-ended | If you know any educational initiatives or projects that involve the use of game(s), briefly describe an example. |
G6Q03 | closed-ended, one option selection | Have you ever used game(s) to learn? Yes No I don’t know/I don’t remember |
G6Q04 | open-ended | Briefly describe an experience in which you have used game(s) to learn. |
G6Q05 | closed-ended, one option selection | How often do you use game(s) to promote learning? Never used Sometimes Periodically (e.g., twice a month per class) Very often (for example, almost every day) |
G6Q06 | open-ended | What could motivate you to use game(s) to promote learning? |
G6Q07 | open-ended | Briefly describe an experience where you have used game(s) to promote learning. |
G6Q08 | open-ended | What potential/advantages do you identify in using game(s) to promote learning? (Please clearly present at least three strengths/advantages that may affect teachers.) |
G6Q09 | open-ended | What barriers/constraints do you recognize in using game(s) to promote learning? (Please clearly state at least three barriers/constraints that can affect teachers.) |
G6Q10 | open-ended | Do you have any comments regarding game-based learning? |
Question ID | Type | Questions—in English (in Portuguese in the Original Questionnaire) |
---|---|---|
G4Q01 | open-ended | Explain, in your own words or citing authors in the literature, what you mean by mobile learning. |
G4Q02 | open-ended | If you know of any educational initiatives or projects involving mobile devices, briefly describe an example. |
G4Q03 | closed-ended, one option selection | In this Training Workshop did you use mobile devices to learn? Yes No |
G4Q04 | closed-ended, one option selection | During the period in which this Training Workshop took place, did you use mobile devices to promote learning? Yes No |
G4Q05 | open-ended | Why did you decide not to use mobile devices to promote learning during the period in which this Training Workshop took place? |
G4Q06 | open-ended | What potential/advantages do you identify in the use of mobile devices to promote learning? (Please clearly present at least three strengths/advantages that may affect teachers) |
G4Q07 | open-ended | What barriers/constraints do you recognize in using mobile devices to promote learning? (Please clearly state at least three barriers/constraints that can affect teachers) |
G4Q08 | open-ended | Do you have any comments regarding mobile learning? |
G5Q01 | open-ended | Explain, in your own words or citing authors in the literature, what you mean by educational use of augmented reality. |
G5Q02 | open-ended | If you know any educational initiatives or projects that involve augmented reality, briefly describe an example. |
G5Q03 | closed-ended, one option selection | In this Training Workshop did you use augmented reality to learn? Yes No |
G5Q04 | closed-ended, one option selection | During the period in which this Training Workshop took place, did you use augmented reality to promote learning? Yes No |
G5Q05 | open-ended | Why did you decide not to use augmented reality to promote learning during the period in which this Training Workshop took place? |
G5Q06 | open-ended | What potential/advantages do you identify in using augmented reality to promote learning? (Please clearly present at least three strengths/advantages that may affect teachers) |
G5Q07 | open-ended | What barriers/constraints do you recognize in the use of augmented reality to promote learning? (Please clearly present at least three barriers/constraints that may affect teachers) |
G5Q08 | open-ended | Do you have any comments regarding the educational use of augmented reality? |
G6Q01 | open-ended | Explain, in your own words or citing authors in the literature, what you mean by game-based learning. |
G6Q02 | open-ended | If you know any educational initiatives or projects that involve the use of game(s), briefly describe an example. |
G6Q03 | closed-ended, one option selection | In this Training Workshop did you use game(s) to learn? Please select only one of the following options: Yes No |
G6Q04 | closed-ended, one option selection | During the period in which this Training Workshop took place, did you use game(s) to promote learning? Please select only one of the following options: Yes No |
G6Q05 | open-ended | Why did you decide not to use game(s) to promote learning during the period this Training Workshop took place? |
G6Q06 | open-ended | What potential/advantages do you identify in using game(s) to promote learning? (Please clearly present at least three strengths/advantages that may affect teachers) |
G6Q07 | open-ended | What barriers/constraints do you recognize in using game(s) to promote learning? (Please clearly state at least three barriers/constraints that can affect teachers) |
G6Q08 | open-ended | Do you have any comments regarding game-based learning? |
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Type of Answer | At the Beginning | At the End | ||
---|---|---|---|---|
f 1 | Citation Example | f 1 | Citation Example | |
Did not know/answer | 1 | “I have no idea what it is.” Q1 2 | 1 | Q6 2 |
Answered incorrectly | 3 | “Education system using mobile devices.” Q9 | 1 | “Mobile devices being used naturally in students’ daily lives, can provide valuable support to students and teachers in the school context.” Q4 |
Answered partially correctly | 2 | “Learning that is supported by new education technologies.” Q8 | 4 | “I understand by mobile learning the use of mobile devices in learning approaches outside the classroom, and inside, based on games combined with emerging technologies of Augmented Reality (AR), integrating principles of Geocaching, and use of app that can facilitate and improve student-centered teaching-learning experiences.” Q8 |
Answered correct, but focused on the technology facet | 8 | “Learning using mobile devices (mobile phones, tablets, etc.).” Q4 | 8 | “Learning using a mobile device, such as a cell phone, smartphone.” Q9 |
Total | 14 | 14 |
Type of Answer | At the Beginning | At the End | ||
---|---|---|---|---|
f 1 | Citation Example | f 1 | Citation Example | |
Did not know/answer | 4 | N/A | 1 | N/A |
Answered incorrectly | 7 | “I think it’s the use of cameras” Q7 | 4 | “AR allows to have a more detailed and enhanced view of the object in question.” Q12 2 |
Answered partially correctly | 3 | “Enrichment of a natural environment with virtual objects.” Q13 | 7 | ”Integration of virtual elements in real-world visualizations via mobile devices.” Q13 |
Answered correctly | 0 | N/A | 2 | “AR combines the real world with the virtual world, which can be three-dimensional and interactive in real time. The information can … support the understanding of phenomena and abstract concepts that are not possible to observe using a traditional manual.” Q7 |
Total | 14 | 14 |
Type of Answer | At the Beginning | At the End | ||
---|---|---|---|---|
f 1 | Citation Example | f 1 | Citation Example | |
Did not know/answer | 2 | “I do not know.” Q16 2 | 1 | N/A |
Answered incorrectly | 1 | “Dynamic methodology that leads to learning in an interactive way.” Q12 | 1 | “Learning that uses virtual reality applied to the physical space.” Q15 2 |
Answered partially correctly | 2 | “I think it’s based on playful activities” Q7 | 1 | “It is a dynamic learning process. There must be a balance between fun, motivation and learning”’ Q12 |
Answered correctly, but in a simple way | 9 | “Use of games to learn the syllabus.” Q15 | 11 | “Use of the game as a learning tool.” Q4 |
Total | 14 | 14 |
Number of | f 1 at the Beginning | f 1 at the End | |||||
---|---|---|---|---|---|---|---|
Mobile | AR | Game | Mobile | AR | Game | ||
Benefits | 0 | 0 | 4 | 0 | 0 | 1 | 0 |
1 | 6 | 6 | 10 | 3 | 5 | 7 | |
2 | 6 | 2 | 2 | 6 | 5 | 4 | |
3 | 2 | 2 | 2 | 4 | 3 | 2 | |
4 | 0 | 0 | 0 | 1 | 0 | 0 | |
5 | 0 | 0 | 0 | 0 | 0 | 0 | |
6 | 0 | 0 | 0 | 0 | 0 | 0 | |
7 | 0 | 0 | 0 | 0 | 0 | 0 | |
T | 24 | 16 | 20 | 31 | 24 | 21 | |
A | 1.7 | 1.1 | 1.4 | 2.2 | 1.7 | 1.5 | |
Barriers | 0 | 0 | 0 | 2 | 0 | 1 | 0 |
1 | 5 | 6 | 6 | 4 | 6 | 4 | |
2 | 6 | 2 | 5 | 1 | 3 | 5 | |
3 | 3 | 2 | 1 | 8 | 3 | 4 | |
4 | 0 | 0 | 0 | 0 | 0 | 0 | |
5 | 0 | 0 | 0 | 0 | 0 | 1 | |
6 | 0 | 0 | 0 | 0 | 1 | 0 | |
7 | 0 | 0 | 0 | 1 | 0 | 0 | |
T | 26 | 16 | 19 | 37 | 27 | 31 | |
A | 1.9 | 1.1 | 1.4 | 2.6 | 1.9 | 2.2 |
Benefits Theme | f 1 at the Beginning | T | f 1 at the End | T | ||||
---|---|---|---|---|---|---|---|---|
Mobile Devices | AR | Game(s) | Mobile Devices | AR | Game(s) | |||
Supports better learning (e.g., fast information, higher interactivity) | 5 | 4 | 3 | 12 | 11 | 13 | 8 | 32 |
Motivates students to learn | 9 | 7 | 10 | 26 | 10 | 6 | 9 | 25 |
Allows learning in a fun way | 2 | 1 | 5 | 8 | 1 | 1 | 2 | 4 |
Are easy to use | 1 | 0 | 0 | 1 | 0 | 0 | 0 | 0 |
(Up-to-date) hardware is available | 4 | 1 | 0 | 5 | 4 | 0 | 0 | 4 |
Digital resources are available | 1 | 0 | 0 | 1 | 0 | 0 | 0 | 0 |
Diversifies teaching/learning methodologies | 2 | 2 | 0 | 4 | 4 | 2 | 1 | 7 |
Can be done without the teacher | 0 | 0 | 2 | 2 | 0 | 1 | 0 | 1 |
Other factors (e.g., supports experience sharing, allows outdoor lessons, etc.) | 0 | 1 | 0 | 1 | 1 | 1 | 1 | 3 |
T | 24 | 16 | 20 | 60 | 31 | 24 | 21 | 76 |
Barriers Theme | f 1 at the Beginning | T | f 1 at the End | T | ||||
---|---|---|---|---|---|---|---|---|
Mobile Devices | AR | Game(s) | Mobile Devices | AR | Game(s) | |||
Risk of poorer learning (e.g., unreliable information) | 1 | 0 | 3 | 4 | 1 | 2 | 3 | 6 |
Risk of student distraction | 6 | 2 | 2 | 10 | 7 | 2 | 6 | 15 |
Risk of demotivation (e.g., to those who do not like to play) | 0 | 0 | 1 | 1 | 0 | 0 | 2 | 2 |
Its use is forbidden by school policy | 2 | 0 | 0 | 2 | 2 | 0 | 0 | 2 |
The hardware is not available or is too diverse | 7 | 6 | 5 | 18 | 7 | 6 | 2 | 15 |
Lack of (quality) internet connection | 5 | 3 | 2 | 10 | 6 | 3 | 3 | 12 |
Lack of suitable digital resources | 1 | 0 | 0 | 1 | 0 | 3 | 3 | 6 |
Lack of teacher didactic competence on these approaches | 0 | 2 | 0 | 2 | 1 | 1 | 2 | 4 |
Lack of teacher and/or student digital competence | 4 | 1 | 0 | 5 | 5 | 2 | 0 | 7 |
Lack of time (to prepare, to explore in lesson) | 0 | 2 | 4 | 6 | 3 | 2 | 4 | 9 |
Risk of student addiction | 0 | 0 | 1 | 1 | 0 | 0 | 2 | 2 |
Other factors (e.g., not being current practice; teacher demotivation, battery time) | 0 | 0 | 1 | 1 | 5 | 6 | 4 | 15 |
T | 26 | 16 | 19 | 61 | 37 | 27 | 31 | 95 |
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Marques, M.M.; Pombo, L. The Impact of Teacher Training Using Mobile Augmented Reality Games on Their Professional Development. Educ. Sci. 2021, 11, 404. https://doi.org/10.3390/educsci11080404
Marques MM, Pombo L. The Impact of Teacher Training Using Mobile Augmented Reality Games on Their Professional Development. Education Sciences. 2021; 11(8):404. https://doi.org/10.3390/educsci11080404
Chicago/Turabian StyleMarques, Margarida M., and Lúcia Pombo. 2021. "The Impact of Teacher Training Using Mobile Augmented Reality Games on Their Professional Development" Education Sciences 11, no. 8: 404. https://doi.org/10.3390/educsci11080404
APA StyleMarques, M. M., & Pombo, L. (2021). The Impact of Teacher Training Using Mobile Augmented Reality Games on Their Professional Development. Education Sciences, 11(8), 404. https://doi.org/10.3390/educsci11080404