Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning

There is a significant body of research relating to augmented reality (AR) uses for learning in the primary and the secondary education sectors across the globe. However, there is not such a substantial amount of work exploring the combination of AR with game-based learning (ARGBL). Although ARGBL h...

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Veröffentlicht in:Virtual reality : the journal of the Virtual Reality Society Jg. 23; H. 4; S. 329 - 346
Hauptverfasser: Pellas, Nikolaos, Fotaris, Panagiotis, Kazanidis, Ioannis, Wells, David
Format: Journal Article
Sprache:Englisch
Veröffentlicht: London Springer London 01.12.2019
Springer Nature B.V
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ISSN:1359-4338, 1434-9957
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Abstract There is a significant body of research relating to augmented reality (AR) uses for learning in the primary and the secondary education sectors across the globe. However, there is not such a substantial amount of work exploring the combination of AR with game-based learning (ARGBL). Although ARGBL has the potential to enable new forms of teaching and transform the learning experience, it remains unclear how ARGBL applications can impact students’ motivation, achievements, and learning performance. This study reports a systematic review of the literature on ARGBL approaches in compulsory education considering the advantages, disadvantages, instructional affordances, and/or effectiveness of ARGBL across various primary and secondary education subjects. In total, 21 studies published between 2012 and 2017 in 11 indexed journals were analysed, with 14 studies focusing on primary education and 7 on secondary. The main findings from this review provide the current state of the art research in ARGBL in compulsory education. Trends and the vision towards the future are also discussed, as ARGBL can potentially influence the students’ attendance, knowledge transfer, skill acquisition, hands-on digital experience, and positive attitude towards their learning. This review aims to lay the groundwork for educators, technology developers, and other stakeholders involved in the development of literacy programmes for young children by offering new insights with effective advice and suggestions on how to increase student motivation and improve learning outcomes and the learning experience by incorporating ARGBL into their teaching.
AbstractList There is a significant body of research relating to augmented reality (AR) uses for learning in the primary and the secondary education sectors across the globe. However, there is not such a substantial amount of work exploring the combination of AR with game-based learning (ARGBL). Although ARGBL has the potential to enable new forms of teaching and transform the learning experience, it remains unclear how ARGBL applications can impact students’ motivation, achievements, and learning performance. This study reports a systematic review of the literature on ARGBL approaches in compulsory education considering the advantages, disadvantages, instructional affordances, and/or effectiveness of ARGBL across various primary and secondary education subjects. In total, 21 studies published between 2012 and 2017 in 11 indexed journals were analysed, with 14 studies focusing on primary education and 7 on secondary. The main findings from this review provide the current state of the art research in ARGBL in compulsory education. Trends and the vision towards the future are also discussed, as ARGBL can potentially influence the students’ attendance, knowledge transfer, skill acquisition, hands-on digital experience, and positive attitude towards their learning. This review aims to lay the groundwork for educators, technology developers, and other stakeholders involved in the development of literacy programmes for young children by offering new insights with effective advice and suggestions on how to increase student motivation and improve learning outcomes and the learning experience by incorporating ARGBL into their teaching.
Author Fotaris, Panagiotis
Kazanidis, Ioannis
Pellas, Nikolaos
Wells, David
Author_xml – sequence: 1
  givenname: Nikolaos
  orcidid: 0000-0002-3071-6275
  surname: Pellas
  fullname: Pellas, Nikolaos
  email: npellas@aegean.gr
  organization: Department of Product and Systems Design Engineering, University of the Aegean
– sequence: 2
  givenname: Panagiotis
  orcidid: 0000-0001-7757-7746
  surname: Fotaris
  fullname: Fotaris, Panagiotis
  organization: School of Computing, Engineering and Mathematics, University of Brighton
– sequence: 3
  givenname: Ioannis
  orcidid: 0000-0002-7199-9945
  surname: Kazanidis
  fullname: Kazanidis, Ioannis
  organization: Information Technology Department of Eastern Macedonia and Thrace Institute of Technology, Advanced Educational Technologies and Mobile Applications Lab
– sequence: 4
  givenname: David
  surname: Wells
  fullname: Wells, David
  organization: Cass School of Education and Communities, University of East London
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ContentType Journal Article
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Virtual Reality is a copyright of Springer, (2018). All Rights Reserved.
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Issue 4
Keywords Primary education
Systematic review
Secondary education
Game-based learning
Augmented reality
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PublicationTitle Virtual reality : the journal of the Virtual Reality Society
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Publisher Springer London
Springer Nature B.V
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References CaiSWangXChiangF-KA case study of augmented reality simulation system application in a chemistry courseComput Hum Behav201437314010.1016/j.chb.2014.04.018
GeeJPSalenKLearning and gamesThe ecology of games: connecting youth, games and learning2008CambridgeMIT Press
RauschnabelPAJungTtom DieckMA conceptual uses and gratification framework on the use of augmented reality smart glassesAugmented reality and virtual reality2018ChamSpringer21122710.1007/978-3-319-64027-3_15
RussellCKGregoryDMEvaluation of qualitative research studiesEvid Based Nurs200362364010.1136/ebn.6.2.36
Blippar (2018) Blippar. https://www.blippar.com/. Accessed 20 March 2018
PellasNKonstantinouNKazanidisIGeorgiouGExploring the educational potential of three-dimensional multi-user virtual worlds for STEM education: a mixed-method systematic literature reviewEduc Inf Technol20162252235227910.1007/s10639-016-9537-2
BresslerDMBodzinAMA mixed methods assessment of students’ flow experiences during a mobile augmented reality science gameJ Comput Assist Learn201329650551710.1111/jcal.12008
ChenPLiuXChengWHuangRPopescuEA review of using augmented reality in education from 2011 to 2016Innovations in smart learning2017SingaporeSpringer131810.1007/978-981-10-2419-1_2
ChangK-EChangC-THouH-TSungY-TChaoH-LLeeC-MDevelopment and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museumComput Educ20147118519710.1016/j.compedu.2013.09.022
LaineTNygrenEDirinASukHScience Spots AR: a platform for science learning games with augmented realityEduc Technol Res Dev201664250753110.1007/s11423-015-9419-0
DunleavyMDedeCSpectorJMMerrillMDElenJBishopMJAugmented reality teaching and learningThe handbook of research for educational communications and technology20144New YorkSpringer73574510.1007/978-1-4614-3185-5_59
Alakärppä I, Jaakkola E, Väyrynen J, Häkkilä J (2017) Using nature elements in mobile AR for education with children. In: Proceedings of the 19th international conference on human-computer interaction with mobile devices and services (MobileHCI ‘17). Article 41. ACM, New York, NY, USA
HuangT-CChenC-CChouY-WAnimating eco-education: to see, feel, and discover in an augmented reality-based experiential learning environmentComput Educ201696728210.1016/j.compedu.2016.02.008
HsiaoH-SChangC-SLinC-YWangY-ZWeather observers: a manipulative augmented reality system for weather simulations at home, in the classroom, and at a museumInteract Learn Environ201324120522310.1080/10494820.2013.834829
BaccaJBaldirisSFabregatRGrafSKinshukVAugmented reality trends in education: a systematic review of research and applicationsEduc Technol Soc2014174133149
BujakKRRaduICatramboneRMacIntyreBZhengRGolubskiGA psychological perspective on augmented reality in the mathematics classroomComput Educ20136853654410.1016/j.compedu.2013.02.017
ChenC-MTsaiY-NInteractive augmented reality system for enhancing library instruction in elementary schoolsComput Educ201259263865210.1016/j.compedu.2012.03.001
PrenskyMDigital nativesLearn Digit Age200663813
KamarainenAMMetcalfSGrotzerTBrowneAMazzucaDTutwilerMSDedeCEcoMOBILE: integrating augmented reality and probeware with environmental education field tripsComput Educ20136854555610.1016/j.compedu.2013.02.018
HwangG-JWuP-HChenC-CTuN-TEffects of an augmented reality-based educational game on students’ learning achievements and attitudes in real-world observationsInteract Learn Environ20162481895190610.1080/10494820.2015.1057747
ChangRChungLHuangYDeveloping an interactive augmented reality system as a complement to plant education and comparing its effectiveness with video learningInteract Learn Environ20142461245126410.1080/10494820.2014.982131
AzumaRTA survey of augmented realityPresence19976435538510.1162/pres.1997.6.4.355
Kitchenham BA (2007) Guidelines for performing systematic literature reviews in software engineering Version 2.3. EBSE Technical Report, Keele University and University of Durham
SommerauerPMüllerOAugmented reality in informal learning environments: a field experiment in a mathematics exhibitionComput Educ201479596810.1016/j.compedu.2014.07.013
ChangHHsuHWuHA comparison study of augmented reality versus interactive simulation technology to support student learning of a socioscientific issueInteract Learn Environ20142461148116110.1080/10494820.2014.961486
Thomson Reuters Journal Citation Reports (2017) http://ipscience-help.thomsonreuters.com/incitesLiveESI/8275-TRS.html. Accessed 23 Aug 2017
ColleyAThebault-SpiekerJLinAyDegraenDFischmanBHäkkiläJKuehlKNisiVNunesNJWenigNWenigDHechtBSchöningJThe geography of Pokémon GO: beneficial and problematic effects on places and movementProceedings of the 2017 CHI conference on human factors in computing systems (CHI ‘17)2017New York, NY, USAACM1179119210.1145/3025453.3025495
AdamsBSFreemanAHallCGCumminsMYuhnkeBNMC/CoSN horizon report: 2016 K201612Austin, TXThe New Media Consortium
CaiSChiangFSunYLinCLeeJApplications of augmented reality-based natural interactive learning in magnetic field instructionInteract Learn Environ201625677879110.1080/10494820.2016.1181094
PellasNVosinakisSThe effect of computer simulation games on learning introductory programming: a comparative study on high school students’ learning performance by assessing computational problem-solving strategiesEduc Inf Technol201810.1007/s10639-018-9724-4
MoherDLiberatiATetzlaffJAltmanDGPreferred reporting items for systematic reviews and meta-analyses: the PRISMA statementPLoS Med200967e100009710.1371/journal.pmed.1000097
SquireKDJanMMad city mystery: developing scientific argumentation skills with a place-based augmented reality game on handheld computersJ Sci Educ Technol200716152910.1007/s10956-006-9037-z
EnyedyNDanishJADelacruzGKumarMLearning physics through play in an augmented reality environmentInt J Comput Support Collab Learn20127334737810.1007/s11412-012-9150-3
LiberatiAThe PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate healthcare interventions: explanation and elaborationBMJ2009339b270010.1136/bmj.b2700
HamariJShernoffDJRoweECollerBAsbell-ClarkeJEdwardsTChallenging games help students learn: an empirical study on engagement, flow and immersion in game-based learningComput Hum Behav20165417017910.1016/j.chb.2015.07.045
WeiXWengDLiuYWangYTeaching based on augmented reality for a technical creative design courseComput Educ20158122123410.1016/j.compedu.2014.10.017
HungY-HChenC-HHuangS-WApplying augmented reality to enhance learning: a study of different teaching materialsJ Comput Assist Learn201733325226610.1111/jcal.12173
Ruiz-ArizaACasusoRASuarez-ManzanoSMartínez-LópezEJEffect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent youngComput Educ201710.1016/j.compedu.2017.09.002
Atwood-BlaineDHuffmanDMobile gaming and student interactions in a science center: the future of gaming in science educationInt J Sci Math Educ Suppl20171456510.1007/s10763-017-9801-y
PapastergiouMDigital game-based learning in high school computer science education: impact on educational effectiveness and student motivationComput Educ200952111210.1016/j.compedu.2008.06.004
HP Reveal (2018) HP reveal. https://www.hpreveal.com/. Accessed 20 March 2018
Juan MC, Furió D, Alem L, Ashworth P, Cano J (2011) ARGreenet and basic-Greenet: two mobile games for learning how to recycle. In: Proceedings of the 19th international conference on computer graphics, visualization and computer vision (WSCG’2011), pp 25–32
WuH-KLeeSW-YChangH-YLiangJ-CCurrent status, opportunities and challenges of augmented reality in educationComput Educ2013623414910.1016/j.compedu.2012.10.024
FurióDGonzález-GancedoSJuanM-CSeguíIRandoNEvaluation of learning outcomes using an educational iPhone game vs. traditional gameComput Educ20136412310.1016/j.compedu.2012.12.001
SteinkuehlerCSquireKSwayerKVideogames and learningThe Cambridge handbook of the learning sciences2014New YorkCambridge University Press37739410.1017/CBO9781139519526.023
ChiangT-H-CYangS-J-HHwangG-JAn augmented reality-based mobile learning system to improve students’ learning achievements and motivations in natural science inquiry activitiesEduc Technol Soc2014174352365
International Data Corp. (2017) Worldwide semi-annual augmented and virtual reality spending guide, October 2017. https://www.idc.com/getdoc.jsp?containerId=prUS43248817. Accessed 25 March 2018
ZhangJSungY-THouH-TChangK-EThe development and evaluation of an augmented reality-based armillary sphere for astronomical observation instructionComput Educ201473217818810.1016/j.compedu.2014.01.003
BorowieckiKJBakhshiHDid you really take a hit? Understanding how video games playing affects individualsRes Econ201710.1016/j.rie.2017.06.004
PalmariniRErkoyuncuaJRoyaRTorabmostaediHA systematic review of augmented reality applications in maintenanceRobot Comput Integr Manuf20184921522810.1016/j.rcim.2017.06.002
Internet Advertising Bureau (IAB) (2014) Gaming revolution. https://iabuk.net/research/library/gaming-revolution. Accessed 12 Jan 2018
PunchKIntroduction to social research: quantitative and qualitative approaches1998LondonSage
AkçayırMAkçayırGAdvantages and challenges associated with augmented reality for education: a systematic review of the literatureEduc Res Rev20172011110.1016/j.edurev.2016.11.002
ChenC-HChouY-YHuangC-YAn augmented-reality-based concept map to support mobile learning for scienceAsia-Pac Educ Res201625456757810.1007/s40299-016-0284-3
LiuT-YChuY-LUsing ubiquitous games in an English listening and speaking course: impact on learning outcomes and motivationComput Educ201055263064310.1016/j.compedu.2010.02.023
Phipps L, Alvarez V, de Freitas S, Wong K, Baker M, Pettit J (2016) Conserv-AR: a virtual and augmented reality mobile game to enhance students’ awareness of wildlife conservation in western Australia. In: Proceedings of the 15th world conference on mobile and contextual learning (mLearn 2016), Sydney, Australia, vol 1, pp 214–217
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– reference: SommerauerPMüllerOAugmented reality in informal learning environments: a field experiment in a mathematics exhibitionComput Educ201479596810.1016/j.compedu.2014.07.013
– reference: MoherDLiberatiATetzlaffJAltmanDGPreferred reporting items for systematic reviews and meta-analyses: the PRISMA statementPLoS Med200967e100009710.1371/journal.pmed.1000097
– reference: LiuT-YChuY-LUsing ubiquitous games in an English listening and speaking course: impact on learning outcomes and motivationComput Educ201055263064310.1016/j.compedu.2010.02.023
– reference: LaineTNygrenEDirinASukHScience Spots AR: a platform for science learning games with augmented realityEduc Technol Res Dev201664250753110.1007/s11423-015-9419-0
– reference: Alakärppä I, Jaakkola E, Väyrynen J, Häkkilä J (2017) Using nature elements in mobile AR for education with children. In: Proceedings of the 19th international conference on human-computer interaction with mobile devices and services (MobileHCI ‘17). Article 41. ACM, New York, NY, USA
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– reference: RauschnabelPAJungTtom DieckMA conceptual uses and gratification framework on the use of augmented reality smart glassesAugmented reality and virtual reality2018ChamSpringer21122710.1007/978-3-319-64027-3_15
– reference: BaccaJBaldirisSFabregatRGrafSKinshukVAugmented reality trends in education: a systematic review of research and applicationsEduc Technol Soc2014174133149
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– reference: PrenskyMDigital nativesLearn Digit Age200663813
– reference: Kitchenham BA (2007) Guidelines for performing systematic literature reviews in software engineering Version 2.3. EBSE Technical Report, Keele University and University of Durham
– reference: SteinkuehlerCSquireKSwayerKVideogames and learningThe Cambridge handbook of the learning sciences2014New YorkCambridge University Press37739410.1017/CBO9781139519526.023
– reference: Tobar-MuñozHBaldirisSFabregatRAugmented reality game-based learning: enriching students’ experience during reading comprehension activitiesJ Educ Comput Res201755790193610.1177/0735633116689789
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– reference: CaiSChiangFSunYLinCLeeJApplications of augmented reality-based natural interactive learning in magnetic field instructionInteract Learn Environ201625677879110.1080/10494820.2016.1181094
– reference: ChiangT-H-CYangS-J-HHwangG-JAn augmented reality-based mobile learning system to improve students’ learning achievements and motivations in natural science inquiry activitiesEduc Technol Soc2014174352365
– reference: WeiXWengDLiuYWangYTeaching based on augmented reality for a technical creative design courseComput Educ20158122123410.1016/j.compedu.2014.10.017
– reference: ChangRChungLHuangYDeveloping an interactive augmented reality system as a complement to plant education and comparing its effectiveness with video learningInteract Learn Environ20142461245126410.1080/10494820.2014.982131
– reference: HungY-HChenC-HHuangS-WApplying augmented reality to enhance learning: a study of different teaching materialsJ Comput Assist Learn201733325226610.1111/jcal.12173
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– reference: EnyedyNDanishJADelacruzGKumarMLearning physics through play in an augmented reality environmentInt J Comput Support Collab Learn20127334737810.1007/s11412-012-9150-3
– reference: KamarainenAMMetcalfSGrotzerTBrowneAMazzucaDTutwilerMSDedeCEcoMOBILE: integrating augmented reality and probeware with environmental education field tripsComput Educ20136854555610.1016/j.compedu.2013.02.018
– reference: AzumaRTA survey of augmented realityPresence19976435538510.1162/pres.1997.6.4.355
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– reference: GeeJPSalenKLearning and gamesThe ecology of games: connecting youth, games and learning2008CambridgeMIT Press
– reference: PalmariniRErkoyuncuaJRoyaRTorabmostaediHA systematic review of augmented reality applications in maintenanceRobot Comput Integr Manuf20184921522810.1016/j.rcim.2017.06.002
– reference: FurióDGonzález-GancedoSJuanM-CSeguíIRandoNEvaluation of learning outcomes using an educational iPhone game vs. traditional gameComput Educ20136412310.1016/j.compedu.2012.12.001
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SubjectTerms Artificial Intelligence
Augmented reality
Children
Compulsory education
Computer Graphics
Computer Science
Education
Effectiveness
Image Processing and Computer Vision
Knowledge management
Learning
Literature reviews
S.I. : VR in Education
Secondary education
State-of-the-art reviews
Students
Systematic review
Trends
User Interfaces and Human Computer Interaction
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Title Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning
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