“AR The Gods of Olympus”: Design and Pilot Evaluation of an Augmented Reality Educational Game for Greek Mythology
<p>The start screen of the game.</p> "> Figure 2
<p>The target image of Poseidon.</p> "> Figure 3
<p>Scanning the target image.</p> "> Figure 4
<p>AR preview of the goddess Artemis.</p> "> Figure 5
<p>Testing of the app from a student in the class.</p> "> Figure 6
<p>Correct matching of two cards.</p> "> Figure 7
<p>The icons disappear after the correct matching.</p> "> Figure 8
<p>Correct answer in the “Quiz game”.</p> "> Figure 9
<p>Wrong answer in the “Quiz game”.</p> "> Figure 10
<p>Third grade students’ performance (correct answers) in the pre-test.</p> "> Figure 11
<p>Third grade students’ performance (correct answers) in the post-test.</p> "> Figure 12
<p>Third grade students’ mean grade in the pre-/post-test.</p> "> Figure 13
<p>Fourth grade students’ performance (correct answers) in the pre-test.</p> "> Figure 14
<p>Fourth grade students’ performance (correct answers) in the post-test.</p> "> Figure 15
<p>Fourth grade students’ mean grade in the pre-/post-test.</p> ">
Abstract
:1. Introduction
2. Related Work
- Most of the games aim for a guided tour of archaeological sites, such as [10,11,13], or places that have a historical, architectural and/or cultural value [8]. Such games aim to guide students through their tour in the corresponding archaeological site or place of local history, raising their curiosity and interest for exploring the place of interest, providing them with the right content at the right time, and finally providing an enhanced user experience. Common challenges faced in this type of games include [1]: internet connectivity; overcrowded archaeological sites; coordination of student groups under the aforementioned circumstances.
- In some cases, an AR application might not have been designed as a game, but it can be used in a playful manner. A typical example is KnossosAR [10], a mobile application designed to support a guided tour of the archaeological site of Knossos in Crete, Greece. KnossosAR was utilized in the context of a ‘treasure hunting’-like game, where groups of students had to locate six points of interest (POIs) in 30 min. Another example is the AR playful activity “3D Heroes Introduce Themselves” [3].
- Areas of research. Most of the studies investigated the usability and ease of use of AR games [1,10,13,14,15,16]. The impact of the game on students’ performance was investigated in just three studies [2,3,12]. Finally, in one game, its pedagogical design and educational content [1] was evaluated, and in another game, its scenario [8].
- Methods/Instruments. In most of the studies, a questionnaire was utilized [1,2,10,13,14,15,16] for evaluating mainly the usability of the game, and in some cases, the participants’ enjoyment, satisfaction and feelings during game playing. In three studies, a widely accepted questionnaire was utilized, namely: the Technology Acceptance Model [16]; the USE questionnaire [14]; the SUS scale [15]. Another method utilized in several studies was the interview or discussion with the participants [1,3,10,12,13,15] and just one study reported utilizing observation for investigating the factors affecting the use of the game under real life conditions, as well as students’ feelings [1]. In four cases, the authors reported carrying out a field study [1,10,12,13] in the archaeological or culture heritage site of the game. Finally, in just three cases where the game was directly connected to a school module on History, students’ performance was investigated with a pre-/post-test [12], a questionnaire on students’ acquired knowledge [2] or a comparison of students’ performance in an oral examination and the narrative video they created in the game [3].
- Participants. All the studies that carried out an evaluation on either the usability and ease of use of AR games or their effectiveness as learning tools, reported a relatively small number of students [1,2,3,8,10,12,13,14,15]. Specifically, the number of students that participated ranged from 13 [13] to 53 [12], while the average number of participants was 25. In two of the reviewed studies, the game was also evaluated by 5 teachers in terms of its scenario [8] and 28 experts in ICT education [1] in terms of its usability, pedagogical design and educational content.
- Conclusions. Positive results were recorded for all the AR games and applications that were evaluated. The main conclusions drawn are summarized as follows: the use of the game resulted in an increased curiosity and interest for investigating the archeological site of the game [10,13]; increased satisfaction [14]; enjoyment [10]; enhanced conceptual understanding and historical empathy [12]; better comprehension of the course [2]; less time for the course [2]; and an improved performance [2,3,12].
3. The Educational Game “AR The Gods of Olympus”
3.1. Mini Game “AR The Gods of Olympus”
3.2. Mini Game “Memory Game”
3.3. Mini Game “Quiz Game”
3.4. Instructions
3.5. Implementation of the Game “AR The Gods of Olympus”
4. Materials and Methods
4.1. Research Questions
4.2. Participants
4.3. Research Methodology
5. Results
5.1. Student Performance
5.2. Student Game Experience
5.3. Observation during Game Playing
6. Limitations
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Question | Answer |
---|---|
Who is the leader of the gods? |
|
Who is the goddess of beauty? |
|
Which is the symbol of the god Hephaestus? |
|
Which is the symbol of the goddess Athena? |
|
References
- Koutromanos, G.; Pittara, T.; Tripoulas, C. ‘Clavis Aurea’: An Augmented Reality Game for the Teaching of Local History. Eur. J. Eng. Technol. Res. 2020. [Google Scholar] [CrossRef]
- Schiavi, B.; Gechter, F.; Gechter, C.; Rizzo, A. Teach me a story: An augmented reality application for teaching history in middle school. In Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Tuebingen/Reutlingen, Germany, 18–22 March 2018; IEEE: Piscataway, NJ, USA, 2018; pp. 679–680. [Google Scholar]
- Rammos, D.; Bratitsis, T. Alternative teaching of history subject in primary school: The case of the 3D HIT playful activity. In International Conference on Games and Learning Alliance; Springer: Cham, Switzerland, 2019; pp. 457–467. [Google Scholar]
- Lampropoulos, G.; Keramopoulos, E.; Diamantaras, K.; Evangelidis, G. Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies. Appl. Sci. 2022, 12, 6809. [Google Scholar] [CrossRef]
- Garzón, J. An Overview of Twenty-Five Years of Augmented Reality in Education. Multimodal Technol. Interact. 2021, 5, 37. [Google Scholar] [CrossRef]
- Iqbal, M.Z.; Mangina, E.; Campbell, A.G. Current Challenges and Future Research Directions in Augmented Reality for Education. Multimodal Technol. Interact. 2022, 6, 75. [Google Scholar] [CrossRef]
- Challenor, J.; Ma, M. A Review of Augmented Reality Applications for History Education and Heritage Visualisation. Multimodal Technol. Interact. 2019, 3, 39. [Google Scholar] [CrossRef] [Green Version]
- Koutromanos, G.; Styliaras, G. “The buildings speak about our city”: A location based augmented reality game. In Proceedings of the 2015 6th International Conference on Information, Intelligence, Systems and Applications (IISA), Corfu, Greece, 6–8 July 2015; IEEE: Piscataway, NJ, USA, 2015; pp. 1–6. [Google Scholar]
- Rodrigo, M.M.; Caluya, N.R.; Diy, W.D.; Vidal, E.C.E. Igpaw: Intramuros-design of an augmented reality game for philippine history. In Proceedings of the 23rd International Conference on Computers in Education, Hangzhou, China, 30 November–4 December 2015. [Google Scholar]
- Galatis, P.; Gavalas, D.; Kasapakis, V.; Pantziou, G.E.; Zaroliagis, C.D. Mobile Augmented Reality Guides in Cultural Heritage. In Proceedings of the 8th EAI International Conference on Mobile Computing, Applications and Services, MobiCASE, Cambridge, UK, 30 November–1 December 2016; pp. 11–19. [Google Scholar]
- Sintoris, C.; Yiannoutsou, N.; Avouris, N. The fortress of Monemvasia as playground for a location based game. Proc. Play. Hist. 2016, 13. [Google Scholar]
- Efstathiou, I.; Kyza, E.A.; Georgiou, Y. An inquiry-based augmented reality mobile learning approach to fostering primary school students’ historical reasoning in non-formal settings. Interact. Learn. Environ. 2017, 26, 22–41. [Google Scholar] [CrossRef]
- Ekonomou, T.; Vosinakis, S. Mobile augmented reality games as an engaging tool for cultural heritage dissemination: A case study. Sci. Cult 2018, 4, 97–107. [Google Scholar]
- Azhar, N.H.M.; Diah, N.M.; Ahmad, S.; Ismail, M. Development of augmented reality to learn history. Bull. Electr. Eng. Inform. 2019, 8, 1425–1432. [Google Scholar]
- Low, J.Z.; Kamaruddin, A.; Hamzah, M.D.; Hamzah, M.D. Mobile augmented reality application for high school history subject (SejarAR). In Proceedings of the Conference on Human Factors in Computing Systems, Glasgow, UK, 4–9 May 2019; pp. 1–7. [Google Scholar]
- Trista, S.; Rusli, A. HistoriAR: Experience Indonesian history through interactive game and augmented reality. Bull. Electr. Eng. Inform. 2020, 9, 1518–1524. [Google Scholar] [CrossRef]
- Evangelopoulou, O.; Xinogalos, S. MYTH TROUBLES: An Open-Source Educational Game in Scratch for Greek Mythology. Simul. Gaming 2017, 49, 71–91. [Google Scholar] [CrossRef]
- Abusabha, R.; Woelfel, M.L. Qualitative vs quantitative methods: Two opposites that make a perfect match. J. Am. Diet. Assoc. 2003, 103, 566–569. [Google Scholar] [CrossRef] [PubMed]
- Petri, G.; von Wangenheim, C.G.; Borgatto, A.F. MEEGA+: An evolution of a model for the evaluation of educational games. INCoD/GQS 2016, 3, 1–40. [Google Scholar]
- Kopecký, K.; Fernández-Martín, F.-D.; Szotkowski, R.; Gómez-García, G.; Mikulcová, K. Behaviour of Children and Adolescents and the Use of Mobile Phones in Primary Schools in the Czech Republic. Int. J. Environ. Res. Public Health 2021, 18, 8352. [Google Scholar] [CrossRef] [PubMed]
- Giannakoulas, A.; Xinogalos, S. A pilot study on the effectiveness and acceptance of an educational game for teaching programming concepts to primary school students. Educ. Inf. Technol. 2018, 23, 2029–2052. [Google Scholar] [CrossRef]
Study | Type of AR Application | Name | Theme | Participants | Methodology | Conclusions |
---|---|---|---|---|---|---|
Koutromanos and Styliaras (2015) [8] | Location-based AR mobile game | The Building Speak About Our City | The tobacco warehouses buildings in Agrinio, Greece |
|
|
|
Rodrigo et al., (2015) [9] | Location-based AR mobile game | Igpaw: Intramuros | The history of the Intramuros area (city of Manila) in the Philippines | N/A | N/A | N/A |
Galatis et al., (2016) [10] | Mobile AR guide used as a treasure-hunting game | KnossosAR | The archaeological site of Knossos in Crete, Greece | 16 students 17–19 years old |
|
|
Sintoris et al., (2016) [11] | Location-based AR mobile game | If … in Monemvasia | The historical fortress town Monemvasia in Peloponnese, Greece | N/A | N/A | N/A |
Efstathiou et al., (2018) [12] | AR mobile learning environment | Young Archaeologists | A field trip to the Neolithic settlement of Choirokoitia in Cyprus (UNESCO World Cultural Heritage site) | 53 3rd grade students |
|
|
Ekonomou and Vosinakis (2018) [13] | Location-aware AR mobile game | Oracle of Delphi app | Guided tour of the archaeological site of Delphi | 13 High school students |
|
|
Schiavi et al., (2018) [2] | AR game | Teach me a story | The history of the city of Ur in Mesopotamia | 26 6th grade students |
|
|
Azhar (2019) [14] | Mobile AR book | N/A | The fall of Melaka Empire history (Malaysia) | 20 participants aged 13–25 |
|
|
Low et al., (2019) [15] | AR game | SejarAR | Malaysian history | 25 High school students |
|
|
Rammos and Bratitsis (2019) [3] | AR playful activity | 3D Heroes Introduce Themselves | The 12 gods of Olympus, half-gods and mythical monsters | 24 4th grade students |
|
|
Trista and Rusli (2020) [16] | Interactive AR Game | HistoryAR | Indonesian history | N/A |
|
|
Koutromanos et al., (2020) [1] | AR game | Clavis Aurea | The local history of the archaeological site of the Castle in Naxos |
|
|
|
Number of Attempts | Motivational Message |
---|---|
7–13 | Excellent!!! You have a very good memory!!! |
14–20 | Nice try! If you want, you can play the “AR The Gods of Olympus” mini game again. |
More than 21 | Keep trying! If you want, you can play the “AR The Gods of Olympus” mini game again. |
Final Score | Motivational Message |
---|---|
14 | Excellent!!! You answered all the questions correctly!!! |
13–11 | Very good!!!! If you want, you can play the “AR The Gods of Olympus” mini game again. |
10–7 | Nice try!!!! If you want, you can play the “AR The Gods of Olympus” mini game again. |
Less than 6 | Keep trying! Play the “AR The Gods of Olympus” mini game again. |
Question | Yes | No | I Do Not Know |
---|---|---|---|
Did you like the game? | 100% | 0% | 0% |
Did you like the graphics of the game? | 100% | 0% | 0% |
Would you like to play the game again? | 94% | 0% | 6% |
Is the game easy to use? | 77% | 13% | 10% |
Would you like to use similar games in other school courses? | 97% | 0% | 3% |
Question | Not at All | Slightly | Moderately | Very much | Extremely |
---|---|---|---|---|---|
Did you like the mini game “AR The Gods of Olympus”? | 0% | 0% | 0% | 6% | 94% |
Did you like the mini game “Memory Game”? | 0% | 0% | 3% | 23% | 74% |
Did you like the mini game “Quiz Game”? | 0% | 0% | 10% | 19% | 71% |
Question | The Representation of the Gods (I Moved the Mobile Phone to See the Character from Other Points as Well) | The Narration and the Background Sounds | Both (the Representation and the Narration) |
---|---|---|---|
When you played the “AR The Gods of Olympus” what did you like the most? | 19% | 0% | 81% |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Ventoulis, E.; Xinogalos, S. “AR The Gods of Olympus”: Design and Pilot Evaluation of an Augmented Reality Educational Game for Greek Mythology. Multimodal Technol. Interact. 2023, 7, 2. https://doi.org/10.3390/mti7010002
Ventoulis E, Xinogalos S. “AR The Gods of Olympus”: Design and Pilot Evaluation of an Augmented Reality Educational Game for Greek Mythology. Multimodal Technologies and Interaction. 2023; 7(1):2. https://doi.org/10.3390/mti7010002
Chicago/Turabian StyleVentoulis, Evangelos, and Stelios Xinogalos. 2023. "“AR The Gods of Olympus”: Design and Pilot Evaluation of an Augmented Reality Educational Game for Greek Mythology" Multimodal Technologies and Interaction 7, no. 1: 2. https://doi.org/10.3390/mti7010002
APA StyleVentoulis, E., & Xinogalos, S. (2023). “AR The Gods of Olympus”: Design and Pilot Evaluation of an Augmented Reality Educational Game for Greek Mythology. Multimodal Technologies and Interaction, 7(1), 2. https://doi.org/10.3390/mti7010002