Realidade Aumentada e Literatura Infantil na Educação Infantil

Autores

DOI:

https://doi.org/10.28998/2175-6600.2020v12n27p724-743

Palavras-chave:

Realidade aumentada. Formação de professores. Literatura infantil. Aprendizagem baseada em Jogos. Aprendizagem baseada em Jogos com Realidade Aumentada.

Resumo

Este trabalho explora as oportunidades da metodologia de Aprendizagem Baseada em Jogos com o uso da Realidade Aumentada na educação infantil, partindo da literatura infantil. Trata-se de um estudo de casos, que analisa cinco propostas inovadoras com RA, desenvolvidas por professores em formação. A análise tem em consideração três abordagens: a) didática, avaliando a sua dimensão pedagógica: b) tecnológica-interativa, verificando os níveis de RA, os ativadores e os elementos de geolocalização, e c) lúdico-creativa, definindo as estratégias lúdicas, os meios utilizados e os recursos digitais. Os resultados destacam o potencial didático da metodologia ABJRA, considerando que estas propostas favorecem um enfoque globalizado que explora a riqueza da literatura infantil para promover numerosos tipos de aprendizagens através do jogo.

Downloads

Não há dados estatísticos.

Biografia do Autor

María Esther del-Moral, Universidad de Oviedo

M. Esther Del-Moral is a professor at the University of Oviedo (Faculty of Education).

María del Rosario Neira-Piñeiro, Universidad de Oviedo

M. Rosario Neira-Piñeiro is a lecturer at the University of Oviedo (Faculty of Education)

Referências

ABAS, H.; ZAMANB, H.B. Reading discrepancy and the promise of computer technology. In INTERNATIONAL CONFERENCE ON COMPUTING AND INFORMATICS (ICOCI 2009), June 2009, Kuala Lumpur, Malaysia, Proceedings. 2009. p. 24-25. Retrieved from http://repo.uum.edu.my/13523/

AKÇAYIR, M.; AKÇAYIR, G. Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, n. 20, p. 1-11, February, 2017. doi: 10.1016/j.edurev.2016.11.002

ALL, A.; NUÑEZ, E.P.; VAN LOOY, J. Assessing the effectiveness of digital game-based learning: Best practices. Computers & Education, n. 92, p. 90-103, January-February, 2016. doi:10.1016/j.compedu.2015.10.007

CAWOOD, S.; FIALA M. Augmented Reality: A Practical Guide. Denver: Pragmatic Bookshelf, 2008.

CHENG, K.H.; TSAI, C.C. Children and parents' reading of an augmented reality picture book: Analyses of behavioral patterns and cognitive attainment. Computers & Education, n.72, p. 302-312, March, 2014. doi: 10.1016/j.compedu.2013.12.003

DEL MORAL, M.E.; GUZMÁN, A.P.; FERNÁNDEZ, L.C. Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students. JNAER, vol. 7, n. 1, p. 31-39, January, 2018. doi: 10.7821/naer.2018.1.248

DEL MORAL, M.E.; VILLALUSTRE, L.; NEIRA-PIÑEIRO, M.R. Minors trapped in the magical world of augmented reality, advergaming and social networks. Prisma Social, n. 1, p. 1-28, May, 2016. Retrieved from https://bit.ly/2TzFJVX

DINI, S.; FERLINO, L. Knowledge at their fingertips: kids’ learning and playing in the app age. Italian Journal of Educational Technology, vol. 24, n. 3, p.147-155, January, 2017. doi: 10.17471/2499-4324/930

ERHEL, S.; JAMET, E. Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers & Education, n. 67, p. 156-167, September, 2013. doi: 10.1016/j.compedu.2013.02.019

GARCÍA-RODRÍGUEZ, A.; GÓMEZ-DÍAZ, A. Contenidos enriquecidos para niños o las nuevas formas de leer, crear y escuchar historias: una propuesta de clasificación. Revista Chilena de Literatura, n. 94, p. 173-195, January, 2016.

HAMARI, J.; SHERNOFF, D. J.; ROWE, E.; COLLER, B.; ASBELL-CLARKE, J.; EDWARDS, T. Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, n. 54, p. 170-179, November, 2016.

HUNG, C.Y.; SUN, J.C.Y.; YU, P.T. The benefits of a challenge: student motivation and flow experience in tablet-PC-game-based learning. Interactive Learning Environments, v. 23, n. 2, p. 172-190, December, 2015.

HWANG, G.J.; WU, P.H. Advancements and trends in digital game based learning research: a review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, vol. 43, n. 1, p. 6-10, December, 2012. doi: 10.1111/j.1467-8535.2011.01242.x

HWANG, G.J.; WU, P.H.; CHEN, C.C.; TU, N.T. Effects of an augmented reality-based educational game on students' learning achievements and attitudes in real-world observations. Interactive Learning Environments, v. 24, n. 8, p. 1895-1906, June, 2016. doi: 10.1080/10494820.2015.1057747

KOUTROMANOS, G.; SOFOS, A.; AVRAAMIDOU, L. The use of augmented reality games in education: a review of the literature. Educational Media International, v. 52, n. 4, p. 253-271, December, 2015. doi: 10.1080/09523987.2015.1125988

LEIVA, J.J.; MORENO, N.M. Tecnologías de geolocalización y Realidad Aumentada en contextos educativos: experiencias y herramientas didácticas. DIM, v. 11, n. 31, p. 1-18, April, 2015. Retrieved from https://bit.ly/2DBLoBt

LI J.; VAN DER SPEK E.D.; FEIJS L., WANG F.; HU, J. Augmented Reality Games for Learning: A Literature Review. In Streitz, N.; Markopoulos, P. (eds). Distributed, Ambient and Pervasive Interactions (DAPI 2017). Lecture Notes in Computer Science, v. 10291, Cham: Springer, 2017. p. 612-626. doi: 10.1007/978-3-319-58697-7_46

LIM, C.; PARK, T.; JORDAN, M. Exploring the Educational Use of an Augmented Reality (AR) Book. In Proceedings of the Annual Convention of the Association for Educational Communications and Technology Jacksonville, FL: Hyatt Regency Jacksonville Riverfront, 2011. p. 172-182. Retrieved from https://bit.ly/2EoZM0f

LU, S.J.; LIU, Y.C. Integrating augmented reality technology to enhance children’s learning in marine education. Environmental Education Research, v. 21, n. 4, p. 525-541, Jun, 2015. doi: 10.1080/13504622.2014.911247

MCNAIR, C.L.; GREEN, M. Preservice Teachers’ Perceptions of Augmented Reality. In MARTINEZ, E.E.; PILGRIM, J. (Eds.). Literacy Summit Year Book (vol. 2) San Antonio/Belton (Texas): Specialized Literacy Professionals & Texas Association for Literacy Education, 2016. p. 74-81.

MORENO, N.; ONIEVA, J.L. Herramientas y propuestas de innovación basadas en la tecnología de realidad aumentada aplicadas a la literatura infantil y juvenil. Tejuelo, n. 25, p. 217-244, December, 2017. doi: 10.17398/1988-8430.25.217

MUZELLEC, L.; FEENSTRA, F.; DE FAULTRIER, B. ; BOULAY, J. Children’s experiences and parents’ perceptions of retailers’ mobile applications. International Journal of Retail & Distribution Management, v. 44, n. 11, p. 1118-1131, November, 2016. doi: 10.1108/IJRDM-11-2015-0169

ONIEVA, J.L. Los libro tráiler y la geolocalización como recursos innovadores para el fomento de la lectura y la difusión de la literatura en las aulas de educación primaria. In REDINE (Ed.), Edunova TIC 2016. Madrid: REDINE, 2016, p. 698-700.

PALOMARES, M.C. La Realidad Aumentada en la comunicación literaria. El caso de los libros interactivos. Ensayos, v. 29, n. 2, p. 79-94, July-December, 2014.

PALOMARES, M.C.; MONTANER, A. Entre la LIJ digital y la LIJ en papel: los libros interactivos basados en el uso de la realidad aumentada. In Actas del Simposio Internacional: La literatura en pantalla: textos, lectores y prácticas docentes, Barcelona: GRETEL, UAB, 2014, p. 155-162.

PUIG, M.; GÓMEZ, S. Realidad Aumentada en las Novelas de Misterio de Arthur Conan Doyle y Agatha Christie. In Villalustre, L.; Del Moral, M.E. (Coords.), Experiencias interactivas con realidad aumentada en las aulas, Barcelona: Octaedro, 2016, p. 121-133.

QIAN, M.; CLARK, K.R. Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, n. 63, p. 50-58, October, 2016. doi: 10.1016/j.chb.2016.05.023

RONIMUS, M.; KUJALA, J.; TOLVANEN, A.; LYYTINEN, H. Children's engagement during digital game-based learning of reading: The effects of time, rewards, and challenge. Computers & Education, n. 71, p. 237-246, February, 2014.

SANTOS, M.E.C.; CHEN, A.; TAKETOMI, T.; YAMAMOTO, G.; MIYAZAKI, J.; & KATO, H. Augmented reality learning experiences: Survey of prototype design and evaluation. IEEE Transactions on learning technologies, v. 7, n. 1, p. 38-56, January-March, 2014. Retrieved from https://bit.ly/2HqGg6d

SUNG, H.Y.; HWANG, G.J. A collaborative game-based learning approach to improving students' learning performance in science courses. Computers & Education, n. 63, p. 43-51, April, 2013.

VILLALUSTRE, L.; DEL MORAL, M.E. Realidad aumentada: jugando con la percepción para entender la ciencia en las enseñanzas no universitarias. In Villalustre, L.; Del Moral, M. E. (Coord.). Experiencias interactivas con realidad aumentada en las aulas. Barcelona: Octaedro, 2016. p. 31-54.

VOS, N.; VAN DER MEIJDEN, H.; DENESSEN, E. Effects of constructing versus playing an educational game on student motivation and deep learning strategy use. Computers & Education, v. 56, n. 1, p. 127-137, January, 2011. doi: 10.1016/j.compedu.2010.08.013

WU, H.K.; LEE S.W.Y.; CHANG, H.Y.; LIANG, J.C. Current status, opportunities and challenges of augmented reality in education. Computers & education, n. 62, p. 41-49, March, 2013.

YILMAZ, R. M.; KUCUK, S.; GOKTAS, Y. Are augmented reality picture books magic or real for preschool children aged five to six? British Journal of Educational Technology, v. 48, n. 3, p. 824-841, May, 2017. doi: 10.1111/bjet.12452

YUEN, S.C.; YAOYUNEYONG, G.; JOHNSON, E. Augmented Reality: An Overview and Five Directions for AR in Education. Journal of Educational Technology Development and Exchange, v. 4, n.1, p. 119-140, November, 2011.

Downloads

Publicado

2020-06-22

Como Citar

DEL-MORAL, María Esther; NEIRA-PIÑEIRO, María del Rosario. Realidade Aumentada e Literatura Infantil na Educação Infantil. Debates em Educação, [S. l.], v. 12, n. 27, p. 724–743, 2020. DOI: 10.28998/2175-6600.2020v12n27p724-743. Disponível em: https://seer.ufal.br/index.php/debateseducacao/article/view/8854. Acesso em: 22 dez. 2024.

Edição

Seção

Dossiê "Séries televisivas, games e aplicativos: entretenimento e cenários de aprendizagens"

Artigos Semelhantes

<< < 77 78 79 80 81 82 83 84 > >> 

Você também pode iniciar uma pesquisa avançada por similaridade para este artigo.