Designing an effective and engaging augmented reality game for children to learn about biodiversity

Preserving biodiversity is vital, and early education plays a key role in fostering environmental awareness. An Augmented Reality Outdoor Mission (AROM) has been created as an innovative educational tool for children between the ages 7 and 11. AROM combines entertainment and education and is designe...

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Bibliographic Details
Published in:Educational Technology & Society
Main Author: Mirjam West, Petra Baettig-Frey
Format: Article
Language:English
Published: International Forum of Educational Technology & Society 2025-01-01
Subjects:
Online Access:https://www.j-ets.net/collection/published-issues/28_1#h.mmbxtnjl2w9
Description
Summary:Preserving biodiversity is vital, and early education plays a key role in fostering environmental awareness. An Augmented Reality Outdoor Mission (AROM) has been created as an innovative educational tool for children between the ages 7 and 11. AROM combines entertainment and education and is designed to engage elementary schoolchildren and families in an immersive learning experience. A user-centered design approach was followed during the creation of AROM. The evaluation encompassed two phases: the first involved iterative prototype testing with the target group, revealing usability problems, while the second entailed a field study regarding the educational impact. During the latter, 107 children played the final version of AROM, accompanied by pre- and post-experience questionnaires. These efforts identified critical design elements, resulting in a final version of AROM that provides a good user experience and effectively conveys biodiversity knowledge. The project’s results underscore the potential of Augmented Reality in educational, informal environments, paving the way for future initiatives that harness the power of technology to educate and inspire environmental consciousness.
ISSN:1176-3647
1436-4522