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...
| Published in: | Educational Technology & Society |
|---|---|
| Main Author: | |
| Format: | Article |
| Language: | English |
| Published: |
International Forum of Educational Technology & Society
2025-01-01
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| Subjects: | |
| Online Access: | https://www.j-ets.net/collection/published-issues/28_1#h.mmbxtnjl2w9 |
| _version_ | 1849859090692440064 |
|---|---|
| author | Mirjam West, Petra Baettig-Frey |
| author_facet | Mirjam West, Petra Baettig-Frey |
| author_sort | Mirjam West, Petra Baettig-Frey |
| collection | DOAJ |
| container_title | Educational Technology & Society |
| description | 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. |
| format | Article |
| id | doaj-art-e46cc52f3a5e4e7cba4dc2ddc2fd1ea2 |
| institution | Directory of Open Access Journals |
| issn | 1176-3647 1436-4522 |
| language | English |
| publishDate | 2025-01-01 |
| publisher | International Forum of Educational Technology & Society |
| record_format | Article |
| spelling | doaj-art-e46cc52f3a5e4e7cba4dc2ddc2fd1ea22025-08-20T01:20:32ZengInternational Forum of Educational Technology & SocietyEducational Technology & Society1176-36471436-45222025-01-01281194212https://doi.org/10.30191/ETS.202501_28(1).RP11Designing an effective and engaging augmented reality game for children to learn about biodiversityMirjam West, Petra Baettig-Frey 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.https://www.j-ets.net/collection/published-issues/28_1#h.mmbxtnjl2w9augmented realityserious gameucdux designscientainment |
| spellingShingle | Mirjam West, Petra Baettig-Frey Designing an effective and engaging augmented reality game for children to learn about biodiversity augmented reality serious game ucd ux design scientainment |
| title | Designing an effective and engaging augmented reality game for children to learn about biodiversity |
| title_full | Designing an effective and engaging augmented reality game for children to learn about biodiversity |
| title_fullStr | Designing an effective and engaging augmented reality game for children to learn about biodiversity |
| title_full_unstemmed | Designing an effective and engaging augmented reality game for children to learn about biodiversity |
| title_short | Designing an effective and engaging augmented reality game for children to learn about biodiversity |
| title_sort | designing an effective and engaging augmented reality game for children to learn about biodiversity |
| topic | augmented reality serious game ucd ux design scientainment |
| url | https://www.j-ets.net/collection/published-issues/28_1#h.mmbxtnjl2w9 |
| work_keys_str_mv | AT mirjamwestpetrabaettigfrey designinganeffectiveandengagingaugmentedrealitygameforchildrentolearnaboutbiodiversity |
