{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,6]],"date-time":"2026-03-06T04:55:18Z","timestamp":1772772918512,"version":"3.50.1"},"reference-count":40,"publisher":"Emerald","issue":"4","license":[{"start":{"date-parts":[[2019,11,18]],"date-time":"2019-11-18T00:00:00Z","timestamp":1574035200000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.emerald.com\/insight\/site-policies"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["ITSE"],"published-print":{"date-parts":[[2019,11,18]]},"abstract":"<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Purpose<\/jats:title>\n<jats:p>The purpose of this paper is to present a survey study that analyzes mobile learning through students\u2019 opinion regarding the use of mobile devices for learning, including their advantages and difficulties, as well as the educational value of a specific mobile learning strategy, reified in the EduPARK game, after an experience of exploring it in formal and non-formal educational contexts.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Design\/methodology\/approach<\/jats:title>\n<jats:p>This paper comprises a survey study where mobile learning is analyzed through the eyes of 244 students attending the second or third cycles of basic education. The acknowledged advantages and difficulties of the use of mobile devices for learning, as well as the educational value and usability of a specific mobile learning strategy, using the EduPARK app and game, were analyzed.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Findings<\/jats:title>\n<jats:p>Results revealed that most students owned a mobile device and were able to use them to learn. They had a positive perspective regarding mobile learning and valued the advantages of being easy to find up-to-date information, motivating for learning and easy to carry along. Difficulties are related to the use of mobile devices, such as requiring an internet connection, its slowness and prohibition of mobile devices in schools. The EduPARK game achieved an average educational value scale of 83.8 and an average system usability scale of 80.2, indicating its high educational value and usability for students.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Originality\/value<\/jats:title>\n<jats:p>This paper presents empirical evidence regarding the effectiveness of the integration of mobile game-based augmented reality approaches in basic education to promote students\u2019 learning. It also includes an example of excellent cross-subjects educational materials comprising a very useful tool for teachers and students to explore scientific knowledge by accessing appealing information on biological and historical references of a local urban park.<\/jats:p>\n<\/jats:sec>","DOI":"10.1108\/itse-06-2019-0032","type":"journal-article","created":{"date-parts":[[2019,8,30]],"date-time":"2019-08-30T07:31:45Z","timestamp":1567150305000},"page":"392-406","source":"Crossref","is-referenced-by-count":13,"title":["Improving students\u2019 learning with a mobile augmented reality approach \u2013 the EduPARK game"],"prefix":"10.1108","volume":"16","author":[{"given":"L\u00facia","family":"Pombo","sequence":"first","affiliation":[]},{"given":"Margarida Morais","family":"Marques","sequence":"additional","affiliation":[]}],"member":"140","reference":[{"key":"key2019092309554181900_ref001","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1016\/j.edurev.2016.11.002","article-title":"Advantages and challenges associated with augmented reality for education: a systematic review of the literature","volume":"20","year":"2017","journal-title":"Educational Research Review"},{"issue":"6","key":"key2019092309554181900_ref002","doi-asserted-by":"crossref","first-page":"34","DOI":"10.1109\/38.963459","article-title":"Recent advances in augmented reality","volume":"21","year":"2001","journal-title":"IEEE Computer Graphics and Applications"},{"issue":"4","key":"key2019092309554181900_ref003","first-page":"133","article-title":"Augmented reality trends in education: a systematic review of research and applications","volume":"17","year":"2014","journal-title":"Educational Technology and Society"},{"issue":"3","key":"key2019092309554181900_ref004","doi-asserted-by":"publisher","first-page":"439","DOI":"10.1016\/j.tourman.2007.05.006","article-title":"Environmental awareness, interests and motives of botanic gardens visitors: implications for interpretive practice","volume":"29","year":"2008","journal-title":"Tourism Management"},{"issue":"3","key":"key2019092309554181900_ref005","first-page":"114","article-title":"Determining what individual SUS scores mean: adding an adjective rating scale","volume":"4","year":"2009","journal-title":"Journal of Usability Studies"},{"key":"key2019092309554181900_ref006","first-page":"3","volume-title":"Cross-Curricular Learning","year":"2015","edition":"3rd edn"},{"key":"key2019092309554181900_ref007","first-page":"189","article-title":"SUS - a quick and dirty usability Scale","volume-title":"Usability Evaluation in Industry","year":"1996"},{"key":"key2019092309554181900_ref008","unstructured":"Burden, K. and Maher, D. 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