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- Augmented reality in formal learning environments Intervention in a Visual Education textbookPublication . Gomes, Jose; Gomes, Cristina Maria Cardoso; Oliveira, LidiaThis article describes an intervention carried out on a 2nd Cycle of Basic Education Visual Education (VE) textbook in formal learning context, using mobile computing devices (smartphones and tablets) and Augmented Reality technology (AR). AR experiments were developed with the Aurasma Studio application and implemented with the Aurasma app. The prototypes produced were the subject of an experimental comparative study aiming to know the effects of the intervention on the students' learning achievements. Results suggest that the augmented textbook contributes to better learning results than the traditional textbook.
- Flappy crab project: development of a digital educational game for teaching MusicPublication . Cardoso Gomes, Cristina Maria; Gomes, Jose; Oliveira, LidiaThis article proposes to approach the problematic of the introduction of strategies of gamification by means of technological didactic objects, succinctly describing the development of a digital educational game conceived with the objective of working areas such as auditory memory and the discrimination of heights, Simultaneous approach to the symbology proper to musical spelling. Based on the implementation of this game in pedagogical contexts, a study was carried out with the purpose of inferring or validating the thesis that the use of them adds value to the teaching and learning process. The results of which are presented herein.