Abstract
The increased ubiquity of technology in everyday life, as well as the value placed on technology skills, has resulted in increased use of technology in the classroom. STEM education has become a focal point in modern K-12 classrooms, with educators seeking ways to create technology-rich learning spaces. We propose that pedagogical design around Augmented Reality (AR) technology can be used to provide students with novel learning opportunities that take advantage of tangible printed materials and mobile technology that is readily available at home. As a learning resource, augmented reality (AR) has shown its versatility at all levels of education (C. H. Chen et al., 2015, T. Bratitsis et al., 2017, A. M. Amaia et al., 2016). In this paper, we present FLCARA; the Frog Life Cycle Augmented Reality Application, which presents the frog life cycle stages to students as a complete three-dimensional model placed in front of them. Using printed cards representing the various stages of the frog’s life cycle, the students organize the cards to reflect the correct order of the cycle and then use the application to check if the order is correct. The application’s design can be mapped easily onto other subjects, providing teachers with additional pedagogical tools to utilize in the classroom. The results of our initial study on the usability of the application are quite promising and reflect positively on this application’s usability for the intended educational purpose. Overall, 90% of our participants agree that the application is effective; they were satisfied with the application’s educational content (mean = 4.56, st dev = 0.76).
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El Kouzi, M., McArthur, V. (2021). FLCARA: Frog Life Cycle Augmented Reality Game-Based Learning Application. In: Zaphiris, P., Ioannou, A. (eds) Learning and Collaboration Technologies: Games and Virtual Environments for Learning. HCII 2021. Lecture Notes in Computer Science(), vol 12785. Springer, Cham. https://doi.org/10.1007/978-3-030-77943-6_2
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