An augmented reality board game to work ocean literacy dimensions
Abstract:
Over the past decade, research has stressed the necessity of increasing ocean teaching in formal and informal education by addressing ocean literacy dimensions. Although board games have emerged as an affordable and accessible option for immersive learning experiences, limited empirical evidence demonstrates their effectiveness in enhancing students’ understanding of ocean-related concepts. Board games can encourage face-to-face interactions among peers or teams by combining tangible materials with turn-taking modes and promote students’ engagement with multiple aspects of ocean literacy. The present work aimed to develop an augmented reality (AR) game-based educational tool (The Blue Bounty) to inform about the ocean and explore how this could help improve engagement with different ocean dimensions. The development process followed a co-design approach with university students, based on the Design, Play and Experience (DPE) framework. The game was used in an intervention to assess its ability to address six relevant ocean literacy dimensions in a pre/post assessment design. The findings from the game activity show that the research tool has the potential to significantly increase various dimensions, including knowledge acquisition, awareness enhancement, communication skills, attitude formation, activism engagement, and behaviour change, more than a control traditional lecture. Each dimension is impacted differently, highlighting the multifaceted benefits of integrating these activities into formal and informal environments. Additionally, the results suggest that increasing knowledge may have a positive impact on awareness, communication, attitude, activism and the behaviour layer. Discussion includes implications for the development of more engaging environmental educational tools, including the design, implementation, and measurable outcomes.
Over the past decade, research has stressed the necessity of increasing ocean teaching in formal and informal education by addressing ocean literacy dimensions. Although board games have emerged as an affordable and accessible option for immersive learning experiences, limited empirical evidence demonstrates their effectiveness in enhancing students’ understanding of ocean-related concepts. Board games can encourage face-to-face interactions among peers or teams by combining tangible materials with turn-taking modes and promote students’ engagement with multiple aspects of ocean literacy. The present work aimed to develop an augmented reality (AR) game-based educational tool (The Blue Bounty) to inform about the ocean and explore how this could help improve engagement with different ocean dimensions. The development process followed a co-design approach with university students, based on the Design, Play and Experience (DPE) framework. The game was used in an intervention to assess its ability to address six relevant ocean literacy dimensions in a pre/post assessment design. The findings from the game activity show that the research tool has the potential to significantly increase various dimensions, including knowledge acquisition, awareness enhancement, communication skills, attitude formation, activism engagement, and behaviour change, more than a control traditional lecture. Each dimension is impacted differently, highlighting the multifaceted benefits of integrating these activities into formal and informal environments. Additionally, the results suggest that increasing knowledge may have a positive impact on awareness, communication, attitude, activism and the behaviour layer. Discussion includes implications for the development of more engaging environmental educational tools, including the design, implementation, and measurable outcomes.