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The Concept of ‘Bringing Your Own Device’ in Scaffolded and Augmented Education
Mittuniversitetet, Fakulteten för naturvetenskap, teknik och medier, Institutionen för data- och systemvetenskap. (Forum för digitalisering (FoDi) , HEEL)
Mittuniversitetet, Fakulteten för humanvetenskap, Institutionen för utbildningsvetenskap. (CER)ORCID-id: 0000-0001-7140-8407
Mittuniversitetet, Fakulteten för humanvetenskap, Institutionen för utbildningsvetenskap.ORCID-id: 0000-0002-5392-7198
Mittuniversitetet, Fakulteten för humanvetenskap, Institutionen för utbildningsvetenskap.ORCID-id: 0000-0003-0020-4137
2020 (engelsk)Inngår i: Augmented Reality in Education: A New Technology for Teaching and Learning / [ed] Vladimir Geroimenko, Springer, 2020, 1, s. 59-70Kapittel i bok, del av antologi (Fagfellevurdert)
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.  

sted, utgiver, år, opplag, sider
Springer, 2020, 1. s. 59-70
Serie
Springer Series on Cultural Computing
Emneord [en]
Augmented reality, Augmented education, Bring your own device, BYOD, Location-based games
HSV kategori
Identifikatorer
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 (tryckt)OAI: oai:DiVA.org:miun-39073DiVA, id: diva2:1433025
Tilgjengelig fra: 2020-05-28 Laget: 2020-05-28 Sist oppdatert: 2025-09-25bibliografisk kontrollert

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Mozelius, PeterJaldemark, JimmyEriksson Bergström, SofiaSundgren, Marcus

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