Mid Sweden University

miun.sePublications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
The Concept of ‘Bringing Your Own Device’ in Scaffolded and Augmented Education
Mid Sweden University, Faculty of Science, Technology and Media, Department of Computer and System Science. (Forum för digitalisering (FoDi) , HEEL)
Mid Sweden University, Faculty of Human Sciences, Department of Education. (CER)ORCID iD: 0000-0001-7140-8407
Mid Sweden University, Faculty of Human Sciences, Department of Education.ORCID iD: 0000-0002-5392-7198
Mid Sweden University, Faculty of Human Sciences, Department of Education.ORCID iD: 0000-0003-0020-4137
2020 (English)In: Augmented Reality in Education: A New Technology for Teaching and Learning / [ed] Vladimir Geroimenko, Springer, 2020, 1, p. 59-70Chapter in book (Refereed)
Abstract [en]

Location-based games has enabled new opportunities for augmenting the traditional learning space. In a time where most students have their own smartphones, the concept of bringing your own device (BYOD) seems promising in educational settings as well. However, playing by random in augmented reality environments will not automatically bring curriculum-aligned learning outcomes. This chapter analyses and discusses how the combination of BYOD and augmented reality gaming might be scaffolded to support collaborative curriculum-aligned learning. The overall research strategy was a case study approach with Affordance theory, Social Constructivism and BYOD as theoretical assumptions for a deductive analysis. The case units were two outdoor sessions for middle school students with curriculum-aligned assignments in Mathematics and Social Science solved by playing the augmented reality game Pokémon GO. Data have been collected by video recordings of the outdoor sessions with spy glasses and a handheld camera. Results indicate that the augmented reality environment stimulates active learning, but that there like in traditional learning, is a need for scaffolding to achieve the stated learning outcomes.  

Place, publisher, year, edition, pages
Springer, 2020, 1. p. 59-70
Series
Springer Series on Cultural Computing
Keywords [en]
Augmented reality, Augmented education, Bring your own device, BYOD, Location-based games
National Category
Didactics
Identifiers
URN: urn:nbn:se:miun:diva-39073DOI: 10.1007/978-3-030-42156-4_4Scopus ID: 2-s2.0-85086091861ISBN: 978-3-030-42155-7 (print)OAI: oai:DiVA.org:miun-39073DiVA, id: diva2:1433025
Available from: 2020-05-28 Created: 2020-05-28 Last updated: 2020-06-16Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full textScopus

Authority records

Mozelius, PeterJaldemark, JimmyEriksson Bergström, SofiaSundgren, Marcus

Search in DiVA

By author/editor
Mozelius, PeterJaldemark, JimmyEriksson Bergström, SofiaSundgren, Marcus
By organisation
Department of Computer and System ScienceDepartment of Education
Didactics

Search outside of DiVA

GoogleGoogle Scholar

doi
isbn
urn-nbn

Altmetric score

doi
isbn
urn-nbn
Total: 309 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf