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A case study based on the use of augmented reality integrated with the textbook

Abstract:

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

Programa de Pós-Graduação em Educação para a Ciência, Universidade Estadual Paulista (UNESP), Faculdade de Ciências, campus de Bauru. Av. Engenheiro Luiz Edmundo Carrijo Coube, 14-01, Campus Universitário - Vargem Limpa CEP 17033-360 Bauru - SP/ Brasil , Tel./Fax: (55 14) 3103 6177 - Bauru - SP - Brazil
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