Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education

This study aims to evaluate the impact of using augmented reality, gamification, and serious games in computer science education. The study presents the development process of an educational mobile application, describes an experiment that was conducted and involved 117 higher education students, an...

Full description

Bibliographic Details
Main Authors: Georgios Lampropoulos, Euclid Keramopoulos, Konstantinos Diamantaras, Georgios Evangelidis
Format: Article
Language:English
Published: MDPI AG 2023-06-01
Series:Education Sciences
Subjects:
Online Access:https://www.mdpi.com/2227-7102/13/6/618
_version_ 1797595170631319552
author Georgios Lampropoulos
Euclid Keramopoulos
Konstantinos Diamantaras
Georgios Evangelidis
author_facet Georgios Lampropoulos
Euclid Keramopoulos
Konstantinos Diamantaras
Georgios Evangelidis
author_sort Georgios Lampropoulos
collection DOAJ
description This study aims to evaluate the impact of using augmented reality, gamification, and serious games in computer science education. The study presents the development process of an educational mobile application, describes an experiment that was conducted and involved 117 higher education students, and analyzes the results of a 49-item paper-based questionnaire. In total, 8 research questions were explored. The results of the study revealed that several educational benefits can be yielded when integrating such applications in teaching and learning activities and actively involving students in the design and development process. In particular, the application was assessed as an effective learning tool that could enrich and improve the educational process and create interactive, inclusive, and student-centered learning environments. Its use led mostly to positive effects and experiences while maintaining the negative ones to a minimum and most students expressed positive emotions. Students were able to learn in a more enjoyable and interesting manner, and their motivation, engagement, self-efficacy, and immersion were greatly increased. Students’ innate need for autonomy, competence, and relatedness was satisfactorily met and both their intrinsic and extrinsic learning motivations were triggered. They felt a sense of belonging and cultivated their social skills. The potential of the application to improve students’ knowledge acquisition and academic achievements was also observed. The application also enabled students to improve their computational thinking and critical thinking skills. Therefore, the potential of combining augmented reality, gamification, and serious games to enhance students’ cognitive and social–emotional development was highlighted.
first_indexed 2024-03-11T02:32:45Z
format Article
id doaj.art-7ab885370998441d8c243265e9919caa
institution Directory Open Access Journal
issn 2227-7102
language English
last_indexed 2024-03-11T02:32:45Z
publishDate 2023-06-01
publisher MDPI AG
record_format Article
series Education Sciences
spelling doaj.art-7ab885370998441d8c243265e9919caa2023-11-18T10:06:49ZengMDPI AGEducation Sciences2227-71022023-06-0113661810.3390/educsci13060618Integrating Augmented Reality, Gamification, and Serious Games in Computer Science EducationGeorgios Lampropoulos0Euclid Keramopoulos1Konstantinos Diamantaras2Georgios Evangelidis3Department of Information and Electronic Engineering, International Hellenic University, 57400 Thessaloniki, GreeceDepartment of Information and Electronic Engineering, International Hellenic University, 57400 Thessaloniki, GreeceDepartment of Information and Electronic Engineering, International Hellenic University, 57400 Thessaloniki, GreeceDepartment of Applied Informatics, University of Macedonia, 54636 Thessaloniki, GreeceThis study aims to evaluate the impact of using augmented reality, gamification, and serious games in computer science education. The study presents the development process of an educational mobile application, describes an experiment that was conducted and involved 117 higher education students, and analyzes the results of a 49-item paper-based questionnaire. In total, 8 research questions were explored. The results of the study revealed that several educational benefits can be yielded when integrating such applications in teaching and learning activities and actively involving students in the design and development process. In particular, the application was assessed as an effective learning tool that could enrich and improve the educational process and create interactive, inclusive, and student-centered learning environments. Its use led mostly to positive effects and experiences while maintaining the negative ones to a minimum and most students expressed positive emotions. Students were able to learn in a more enjoyable and interesting manner, and their motivation, engagement, self-efficacy, and immersion were greatly increased. Students’ innate need for autonomy, competence, and relatedness was satisfactorily met and both their intrinsic and extrinsic learning motivations were triggered. They felt a sense of belonging and cultivated their social skills. The potential of the application to improve students’ knowledge acquisition and academic achievements was also observed. The application also enabled students to improve their computational thinking and critical thinking skills. Therefore, the potential of combining augmented reality, gamification, and serious games to enhance students’ cognitive and social–emotional development was highlighted.https://www.mdpi.com/2227-7102/13/6/618augmented realitygamificationserious gamescomputer scienceeducationdigital game-based learning
spellingShingle Georgios Lampropoulos
Euclid Keramopoulos
Konstantinos Diamantaras
Georgios Evangelidis
Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
Education Sciences
augmented reality
gamification
serious games
computer science
education
digital game-based learning
title Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
title_full Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
title_fullStr Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
title_full_unstemmed Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
title_short Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
title_sort integrating augmented reality gamification and serious games in computer science education
topic augmented reality
gamification
serious games
computer science
education
digital game-based learning
url https://www.mdpi.com/2227-7102/13/6/618
work_keys_str_mv AT georgioslampropoulos integratingaugmentedrealitygamificationandseriousgamesincomputerscienceeducation
AT euclidkeramopoulos integratingaugmentedrealitygamificationandseriousgamesincomputerscienceeducation
AT konstantinosdiamantaras integratingaugmentedrealitygamificationandseriousgamesincomputerscienceeducation
AT georgiosevangelidis integratingaugmentedrealitygamificationandseriousgamesincomputerscienceeducation