Exploring the Potential of Augmented Reality in Schools for the Health and Safety of Teenagers

Exploring the Potential of Augmented Reality in Schools for the Health and Safety of Teenagers

DOI: 10.4018/979-8-3693-5493-3.ch010
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Abstract

This chapter explores the potential of augmented reality (AR) in schools for promoting the mental health and safety of teenagers. The “Ngeuna” AR board game is examined to evaluate its effectiveness in enhancing emotional well-being. The research aims to fill gaps in the discussion about AR technology's role in teaching and providing mental health support. The findings reveal that while the game's current version did not provide the desired outcomes, it provides valuable insights into the need to tailor educational advances to teenagers' specific needs. The chapter advocates for collaborative efforts between academics, teachers, and teenagers, emphasizing the iterative nature of technology-driven educational projects. The chapter provides a critical viewpoint on the use of AR in adolescent education, laying the groundwork for future interventions that are well-informed, well-targeted, and successful.
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Introduction

This chapter explores the world of Augmented Reality (AR) and how it may improve adolescents' well-being and safety, using the “Ngeuna” AR game as an example. Thanks to the extensive use of cutting-edge technology in schools, new approaches to addressing the unique needs of teens have surfaced in recent years (Malik et al., 2021). Exploring options that interest students and contribute to their emotional well-being is becoming more vital as the landscape of education changes. An estimated one-seventh of the world's teenagers suffer from a mental health issue, according to the World Health Organization (Antunes et al., 2022). Among American teenagers (those between the ages of 15 and 19), suicide ranks second in terms of cause of death (Glenn et al., 2020). In 2022, over 40% of high school students reported experiencing persistent feelings of sadness or despair, a 4% increase from the previous year, according to the CDC (Bitsko et al., 2022). As of 2023, according to the CDC. The Journal of Medical Internet Research published a literature review in 2022 that included several research that demonstrated the potential of augmented reality (AR) to alleviate anxiety, enhance social skills, and promote mindfulness in both educational and clinical contexts (Marvaso et al., 2022). Researchers in 2021 suggested that augmented reality (AR) might be a novel and effective way to treat PTSD, social anxiety, and phobias in their publication in the Frontiers in Psychology journal (Sweileh, 2023). While augmented reality (AR)-based health therapies for adults have been investigated, there is a dearth of literature on AR's potential use in addressing adolescents' mental health, according to a 2019 systematic review. Using an augmented reality (AR) board game developed to improve teens' mental health, this research fills that knowledge vacuum (Liberatore & Wagner, 2021). Adolescents are a prime demographic for augmented reality treatments because of their high rate of technology consumption. Many teens are interested in augmented reality because of the immersive and engaging experiences it can provide by combining digital and real-world aspects (Suso-Ribera, et al., 2019). The interactive nature of AR empowers adolescents to actively participate in their learning and mental health journey actively, fostering a sense of agency and self-efficacy. The significance of teenage mental health is a central theme in this exploration, recognizing education's crucial role in shaping the holistic development of young minds (Rowland et al., 2022; Hiran et al., 2024)). The “Ngeuna” AR board game serves as a case study, exemplifying the intersection of technology and pedagogy in the pursuit of fostering sound mental health among adolescents. This introduction sets the stage by contextualizing the relevance of augmented reality in educational settings and its potential impact on the emotional well-being of teenagers.

Key Terms in this Chapter

Augmented Reality: The term “augmented reality” (AR) refers to a device that superimposes digital elements, such as pictures, audio, and text, over a user's view of their physical surroundings. Superimposing digital content on top of the natural world, as seen via smartphones or augmented reality goggles, improves the user's vision of the environment.

Adolescents: People in their adolescent years are still maturing into full-fledged adults. Changes in one's physical, mental, and social selves are shared throughout this time, which typically begins at around the age of 10 and lasts until about the age of 19.

Mental Health: Individuals' emotional, psychological, and social health comprise their mental health. It comprises managing stress, relating to others, making decisions, and overcoming obstacles in life. Good mental health is a component of physical health and the ability to carry out everyday tasks efficiently.

Teenagers' Well-being: Adolescent Health and Happiness: Adolescent health and happiness include all aspects of adolescent life. All parts of adolescence—physical, emotional, and social—are essential, and this critical period is about making the most of good times, having strong connections, and learning the ropes.

Educational Technology: The use of technology to improve how students learn and teachers convey information is known as Educational Technology or simply EdTech. Improving educational results and supporting educational goals via the creation and use of digital tools, resources, and platforms is what it is all about.

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