Gamification and Augmented Reality to Upgrade Elementary Bilingual Education Students' Health and Engagement

M. D. Ramírez-Verdugo, M. López
{"title":"Gamification and Augmented Reality to Upgrade Elementary Bilingual Education Students' Health and Engagement","authors":"M. D. Ramírez-Verdugo, M. López","doi":"10.4018/978-1-7998-4697-0.CH006","DOIUrl":null,"url":null,"abstract":"Sedentary life-style, obesity, and early school leaving have been identified as major causes leading to the biggest health and educational problems in developed countries. This may derive into students showing a not recommended passive role at these ages, which also leads to their lack of interest and motivation in learning and education. This chapter presents an innovation research project which aims to face sedentariness in elementary school by applying an instructional technology-based model with the use of gamification and augmented reality in a bilingual education context. The case study shows several educational advantages, including increase in physical exercise, health awareness, learning engagement, and upgrade in L2 content understanding and linguistic skills.","PeriodicalId":434331,"journal":{"name":"Interdisciplinary Approaches Toward Enhancing Teacher Education","volume":"12 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Interdisciplinary Approaches Toward Enhancing Teacher Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/978-1-7998-4697-0.CH006","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

Sedentary life-style, obesity, and early school leaving have been identified as major causes leading to the biggest health and educational problems in developed countries. This may derive into students showing a not recommended passive role at these ages, which also leads to their lack of interest and motivation in learning and education. This chapter presents an innovation research project which aims to face sedentariness in elementary school by applying an instructional technology-based model with the use of gamification and augmented reality in a bilingual education context. The case study shows several educational advantages, including increase in physical exercise, health awareness, learning engagement, and upgrade in L2 content understanding and linguistic skills.
游戏化与扩增实境提升小学双语教育学生健康与参与
久坐不动的生活方式、肥胖和早退已被确定为导致发达国家最大的健康和教育问题的主要原因。这可能源于学生在这个年龄段表现出不被推荐的被动角色,这也导致他们对学习和教育缺乏兴趣和动力。本章提出了一个创新研究项目,旨在通过在双语教育背景下应用基于教学技术的模型,利用游戏化和增强现实,解决小学静坐问题。案例研究显示了一些教育优势,包括增加体育锻炼、健康意识、学习参与度,以及提高对第二语言内容的理解和语言技能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信