Aethonas Adventure: Augmented reality (AR) digital game about the sustainable mediterranean lifestyle
Published:
Sep 16, 2024
Keywords:
participatory method digital game Augmented Reality (AR) sustainable Mediterranean lifestyle
Abstract
The traditional dietary habits of people in the Mediterranean basin are associated with longevity and a lifestyle characterized by low stress level, conviviality, regular physical activity, connection with culture and nature. In this research, an augmented reality game was developed for mobile devices aiming at improving students' knowledge about the sustainable Mediterranean lifestyle in the valley of Aethonas in Rhodes. To develop the game, the participatory method was applied to ten high school students and two teachers. The results were encouraging, as students improved their knowledge and were engaged in learning throughout the educational process.
Article Details
- Section
- ORAL PRESENTASIONS
Downloads
References
Σπυροπούλου Κατσάνη, Δ., Κοσκολού, Α., Μίτσης, Π., Παυλικάκης, Γ., & Φέρμελη, Γ. (2014). Περιβάλλον και εκπαίδευση για την αειφόρο ανάπτυξη, οδηγός εφαρμογής. Αθήνα: ΥΠΕΠΘ, ΙΕΠ
Φεσάκης Γ. (2019). Εισαγωγή στις εφαρμογές των ψηφιακών τεχνολογιών στην εκπαίδευση. Εκδόσεις Gutenberg.
Χατζηνικόλα, Χ., Μαρκουζής, Δ., Κεφάλας, Ι. & Παπαβασιλείου, Β. (2022). Discover Aethonas: Μια εφαρμογή επαυξημένης πραγματικότητας για τον αειφορικό Μεσογειακό τρόπο ζωής και διατροφής, στο X. Παναγιωτακόπουλος, Α. Καρατράντου, & Σ., Αρμακόλας (Επιμ). Πρακτικά 7oυ Πανελλήνιου Επιστημονικού Συνεδρίου «Ένταξη και Χρήση των ΤΠΕ στην Εκπαιδευτική Διαδικασία», σ. 1213-1222, 16-18 Σεπτεμβρίου 2022, Πάτρα, Τμήμα Επιστημών της Εκπαίδευσης και Κοινωνικής Εργασίας, Πανεπιστήμιο Πατρών, 16-18 Σεπτεμβρίου 2022. ISBN 978-618-83186-7-0.
Azuma, R.T. (1997). A survey of augmented reality. Presence-Teleoperators and Virtual Environments, 6(4), 355–385.
D'Innocenzo, S., Biagi, C., & Lanari, M. (2019). Obesity and the Mediterranean Diet: A Review of Evidence of the Role and Sustainability of the Mediterranean Diet. Nutrients, 11(6), 1306. https://doi.org/10.3390/nu11061306
Diolintzi, A., Panagiotakos, D. B., & Sidossis, L. S. (2019). From Mediterranean diet to Mediterranean lifestyle: a narrative review. Public health nutrition, 22(14), 2703–2713. https://doi.org/10.1017/S1368980019000612
Dominguez, L. J., Di Bella, G., Veronese, N., & Barbagallo, M. (2021). Impact of Mediterranean Diet on Chronic Non-Communicable Diseases and Longevity. Nutrients, 13(6), 2028. https://doi.org/10.3390/nu13062028
Dunwell, I. & de Freitas, S., (2011) Four-dimensional consideration of feedback in serious games. In Digital Games and Learning, de Freitas, S. and Maharg, P., Eds., Continuum Publishing. Egan, K. (1985). Teaching as Story‐telling: A Non‐mechanistic Approach to Planning Teaching, 17(4), 397-406, doi:10.1080/0022027850170405.
Hartson, R., & Pyla, P. (2019). Chapter 19 - Background: Design, Editor(s): Rex Hartson, Pardha Pyla, The UX Book (Second Edition), Morgan Kaufmann, 397 - 401, ISBN 9780128053423. https://doi.org/10.1016/B978-0-12-805342-3.00019-9.
Huang, Y.M. (2018). Reason and Emotion: How They Drive Students to Play a Color Game. EURASIA Journal of Mathematics, Science and Technology Education, 14(5), 1911-1924.
Jessen, S., Mirkovic, J., & Ruland, C. M. (2018). Creating Gameful Design in mHealth: A Participatory Co-Design Approach. JMIR mHealth and uHealth, 6(12), e11579. https://doi.org/10.2196/11579
Keys, A. (1995). Mediterranean diet and public health: personal reflections. The American Journal of Clinical Nutrition, 61(6), 1321–1323. doi:10.1093/ajcn/61.6.1321S
Klopfer, E., (2008). Augmented learning: research and design of mobile educational games. Cambridge, Mass: MIT Press.
Markouzis, D., & Fessakis, G. (2016). Rapid prototyping of interactive storytelling and mobile augmented reality applications for learning and entertainment-The Case of k-Knights. International Journal of Engineering Pedagogy, 6(2), 30-38.
Naderifar, M., Goli, H., & Ghaljaie, F. (2017). Snowball Sampling: A Purposeful Method of Sampling in Qualitative Research. Strides in Development of Medical Education, 14(3). doi: 10.5812/sdme.67670
Noble, H., & Heale, R. (2019). Triangulation in research, with examples. Evidence-based nursing, 22(3), 67–68. https://doi.org/10.1136/ebnurs-2019-103145
Noy, C. (2008). Sampling Knowledge: The Hermeneutics of Snowball Sampling in Qualitative Research. International Journal of Social Research Methodology, 11(4), 327–344. https://doi.org/10.1080/13645570701401305
Sweller, J., van Merriënboer, J.J.G. & Paas, F. (2019). Cognitive Architecture and Instructional Design: 20 Years Later. Educ Psychol Rev, 31, 261–292. https://doi.org/10.1007/s10648-019-09465-5
Yu, J.-S., & Kim, S.-J. (2012). Educational Possibilities the Use of QR Codes in Prior Edu+cational Materials for Field Trips with Theme. Journal of Digital Convergence, 10(10), 439–445. https://doi.org/10.14400/JDPM.2012.10.10.439
UNESCO (2017). Education for Sustainable Development Goals—Learning Objectives. Education 2030. United Nations Educational, Scientific and Cultural Organization: Paris, France.
Wu, H.-K., Lee, S. W.-Y., Chang, H.-Y., & Liang, J.-C. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62, 41-49.