Σχεδιασμός, ανάπτυξη και αξιολόγηση εκπαιδευτικής παρέμβασης που αξιοποιεί ένα χωρο-ευαίσθητο παιχνίδι για τη γνωριμία με σημεία τοπικού πολιτιστικού ενδιαφέροντος και την ανάδειξη της έννοιας της Πολιτότητας και του Πολίτη
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Keywords
Εκπαίδευση για τη Πολιτότητα ; Κινητή μάθηση ; Επαυξημένη πραγματικότητα ; Μάθηση βασισμένη σε παιχνίδια ; Χωρο-ευαίσθητο παιχνίδι επαυξημένης πραγματικότητας ; Μαθησιακά αποτελέσματαAbstract
The Citizenship Education is defined as one of the main objectives of modern educational curricula and one of the main skills that young people should develop in 21st century. Educational necessity is the interaction between young students and society, community and their members and structures. Meanwhile, the way to acquire knowledge is expressed via a systematic and organized learning of the Political Education and the active Citizenship. Modern technology offers the tools and the capacity to dynamically enter and reshape the educational reality, providing new perspectives at the same time. Mobile Learning, Augmented Reality and Game-Based Learning are emerging as technological tools and methodologies with incremental value in the procedure of learning and teaching. The current research illustrates the educational design and the development of an educational intervention that focuses on the location-based Augmented Reality game "In the footsteps of H.L.I.A.D.H.’s". Utilizing the capabilities of mobile devices and location-sensitive games, the learning outcomes of the educational intervention are assessed along with the usage of a serious game. The purpose of it is to familiarize the students of 2nd grade of secondary school with key points of local cultural interest and the paramount importance of Citizenship Education. In addition, the exploration of the participants' opinions and attitudes is taking place in relation to the idea of using the game in teaching. The results, as obtained from both evaluations and questionnaires, highlight the benefit of educational prosses in expanding students' knowledge. Furthermore, the results point out the students’ willingness to be engaged. It is worth mentioning that students socialize positive views towards the usefulness, the ease of play, the attractiveness and the enjoyment of the designed game. They also maintain a positive attitude towards the use and the intention to play the designed game in the future.