UMARG, Using Mobile Augmented Reality Games to develop key competences through learning about sustainable development

$image_alt.data

UMARG is an Erasmus+ funded, KA2 project in the field of Strategic Partnerships for school education that aims to explore the potentials of Mobile Augmented Reality Games as means to develop students’ digital and civic competences.

According to the European association KeyConet (Key competence Network in School Education), the key themes in teaching Key Competences for the 21st century relate to creating meaningful education based on real problems and engagement, interdisciplinary environments that enhance learners' experiences through goal-directed, active, authentic and collaborative tasks.

Mobile Augmented Reality Games (MARG) are gaming environments that embed virtual, location-specific and contextual information into a physical site. These games require mobile devices, such as hand-held computers or smartphones, to enable game participants to access this virtual information. Instead of putting people in an artificial world, these games augment the physical world by embedding them with digital data, networking and communication abilities, and enhanced properties providing at the same time in-situ or inquiry-based learning experiences.Research on the use of MARG has shown potential benefits in fostering key competences such as collaboration, critical thinking, problem solving, social and civic competences as well as cultural awareness

The project's objectives are to:

  • Explore examples of MARG for learning in the aspects of developing students’ key competences
  • Contribute to developing and implementing innovative technologies in formal or informal settings by developing user guidelines for MARG tools
  • Develop a learning design framework for teaching the following key competences through MARG:
    1. civic competences such as critical thinking, active citizenship, respect for differences
    2. digital competences such as information and data literacy, communication and collaboration and problem solving
  • Make use of the existing AR games platforms and provide educators with the necessary technical knowledge to create their own content for fostering students’ key competences through learning about sustainable development
  • Provide educators with the tools and methodology to implement, evaluate and assess key competences of their students as well as act as educator-researchers through action-research-based education

 

MARG is s methodologically structured to fully support the production of the following five intellectual outputs:

  • IO1: An Augmented Reality Teaching Toolkit including research on the available technologies and digital tools, users’ instructions, and comparison of the available digital tools for the creation of Mobile Augmented Reality Games.
  • A learning design framework for MARG and educational scenarios: including research on the available instructional designs, delimitation of design guidelines, transformation of the design criteria towards the target competences and skills; 20 MARG designed by the participating teachers towards the development of digital and civic competences of students in the context of sustainable development. These scenarios will be available in an open-access repository for use by other educators across Europe.
  • 20 Mobile Augmented Reality Games, developed by the participating teachers, available in free-to-use AR platforms, that can be played by students and help them develop their digital and civic competences as well as their transversal skills.
  • Implementation and a research report on the MARG intervention in the teaching practice that will evaluate the added value of these games in teaching key competencies.
  • A MARG MOOC which will provide European educators with training on how to design and implement their own MARG in their teaching practice.

 

Basic information

Country: Cyprus, Greece, Netherlands, Romania

Coordinator: Universitatea din Pitesti, Romania www.upit.ro

Programme: Erasmus+

Project Acronym:

Target groups: primary school students, teachers

Topic: Environmental sciences, Information technology, Technology, Education

Start year: 2019

End year: 2021

Url: http://umarg.eu/

Contact person: Filippos Tzortzoglou, filippostz@aegean.gr

Four countries are participating in the project: Romania, Greece, Cyprus and the Netherlands and from each country one university/research institute and one school, a total of eight partners, resulting in four inter-related “educational dipoles” between school unit and university, for each country. What is the rationale behind this schema? According to a) the initial idea of the project, b) the relevant research bibliography about the importance of cooperation between universities and schools with the PLP Model (Professional Learning Partnership) and PDS Model (Professional Development School), it was concluded that in order to maximise the project’s results, each school should participate in a series of learning activities which will be monitored by the corresponding university department in order to have a continuous feedback and evaluation mechanism, keeping track of the process throughout the project’s life-cycle and adding scientific value to it.

Moreover, each university-school partnership will be responsible for aligning the general objectives of the project into more country-specific objectives, considering the different educational system and socio-economic reality of each country.

The project will result in two main reports that target researchers and are part of the deliverables:

  • IO2: A learning design framework for MARG and educational scenarios: including research on the available instructional designs, delimitation of design guidelines, transformation of the design criteria towards the target competences and skills.
  • IO4: Implementation and a research report on the MARG intervention in teaching practice that will evaluate the added value of these games in teaching key competencies.

 

The project will also provide resources that target teachers. These resources will be produced through the following deliverables:

  • IO1: An Augmented Reality Teaching Toolkit including research on the available technologies and digital tools, users’ instructions, and comparison of the available digital tools for the creation of Mobile Augmented Reality Games.
  • IO2: 20 educational scenarios with MARG, designed by the participating teachers towards the development of digital and civic competences of students in the context of sustainable development.
  • IO3: 20 MARG available for play thourgh Taleblazer platform
  • IO5: A MARG MOOC which will provide European educators with training on how to design and implement their own MARG in their teaching practice.

 

 

If you know of European or national project in STEM education, please let us know. 

Submit project

 


Read more on what Scientix offers to science education projects


For project managers:

connect with Scientix!


For project managers:

Request support for your project from Scientix Teacher Ambassadors!