SciELO - Scientific Electronic Library Online

 
vol.29The educational trajectory of students with autism and intellectual disability: assessment of reading, writing, mathematics and verbal behaviorPropositions related to the formative experimentation for Chemical Education author indexsubject indexarticles search
Home Pagealphabetic serial listing  

Services on Demand

Journal

Article

Share


Ciência & Educação

Print version ISSN 1516-7313On-line version ISSN 1980-850X

Abstract

MESQUITA, Nyuara Araújo da Silva. A case study based on the use of augmented reality integrated with the textbook. Ciência educ. [online]. 2023, vol.29, e23011.  Epub Apr 03, 2023. ISSN 1980-850X.  https://doi.org/10.1590/1516-731320230011.

The objective in this article is to investigate the use of Augmented Reality as to its feasibility and viability in terms of integration with the textbook, based on a digital educational game. In order to reach the proposed objective, a case study was carried out in which data were collected through focus groups. Based on textual discourse analysis, the categories feasibility and viability of the AR game in a pedagogical context were discussed. We identified that the proposal is feasible, both in the development and practical implementation of the game, and for the affordances of AR in teaching. Regarding feasibility, we observed that AR is a digital technology that can be included as Digital Educational Objects (OED) in textbooks. However, the social/economic scenarios of inequalities, and the educational policies in Brazil regarding teacher training, pose challenges to this proposal.

Keywords : Textbook; Science teaching; Pedagogical games; Augmented reality; Learning techniques.

        · abstract in Portuguese     · text in Portuguese     · Portuguese ( pdf )