Learning on the Move: PhD Students Experience Educational Mobile Game for Sustainable Development

Imagine exploring a city while playing a game that teaches you about sustainability. A study explores the experiences of doctoral students who participated in a mobile augmented reality game (MARG) designed for sustainable development education. The findings highlight the potential of these games to enhance learning and tourism experiences, while also pinpointing areas for improvement.

The research centered around a case study conducted during the 2023 EERA Summer School in Portugal. The study involved 73 PhD students in Education from around the world who participated in a city walking tour using the EduCITY MARG.

EduCITY: A Platform for Exploration and Learning

The EduCITY platform comprises several components:

  • Web Platform: A central online hub for accessing information and resources.
  • Mobile App: A user-friendly app that guides players through a designated city route while providing educational content.
  • Location-Based Games: Interactive games tied to specific locations that enhance learning and engagement.
  • Game Creation Training: Empowering educators to create their own MARGs.

For the case study, students used the EduCITY app to navigate a predetermined city path, encountering tourist sites and engaging in educational activities related to sustainability. Following the experience, students provided anonymous feedback through a questionnaire, assessing their overall user experience.

Strengths and Areas for Improvement

The study revealed valuable insights:

  • Strengths of EduCITY: Students rated the app highly in terms of “Attractiveness” (engagement), “Stimulation” (interest), and “Novelty” (freshness of the learning experience). The game-based approach resonated with the students, making learning fun and interactive.
  • Areas for Improvement: The study also identified areas where the app could be enhanced. “Dependability” (technical reliability) and “Efficiency” (smoothness of user experience) received lower ratings. Students encountered some technical glitches and felt the app could be more streamlined.

Open-ended feedback further highlighted the importance of “Attractiveness” and “Perspicuity” (clarity of information) while suggesting these might not be immediate priorities for improvement.

The Future of Mobile Learning

The study underscores the growing interest in MARGs for educational purposes, aligning with the UN’s 2030 Agenda for Sustainable Development, specifically Goal 4: Quality Education:

  • Increased Student Engagement: MARGs offer a captivating and interactive way to learn, making educational content more accessible and engaging for students.
  • Enhanced Learning Experiences: By layering virtual elements onto the real world, MARGs can create immersive learning experiences that deepen understanding.
  • Sustainable Development Education: Mobile games can be a powerful tool for promoting sustainability awareness and encouraging responsible behavior.

This research paves the way for further exploration of MARGs in education. By understanding both the strengths and weaknesses of these games, educators and developers can create even more engaging and effective learning experiences for students of all ages.

Margarida M. Marques and Lúcia Pombo.  User Experience of a Mobile App in a City Tour Game for International Doctoral Students. Educ. Sci. 2023, 13(12), 1221; https://doi.org/10.3390/educsci13121221

Note: Original authors are welcome to make correction.

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