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Gamification and Augmented Reality to Upgrade Elementary Bilingual Education Students' Health and Engagement: An Innovation and Research Proposal for Teacher Education

Gamification and Augmented Reality to Upgrade Elementary Bilingual Education Students' Health and Engagement: An Innovation and Research Proposal for Teacher Education

Copyright: © 2021 |Pages: 24
ISBN13: 9781799846970|ISBN10: 1799846970|ISBN13 Softcover: 9781799865216|EISBN13: 9781799846987
DOI: 10.4018/978-1-7998-4697-0.ch006
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MLA

Ramírez-Verdugo, M. Dolores, and Moira López. "Gamification and Augmented Reality to Upgrade Elementary Bilingual Education Students' Health and Engagement: An Innovation and Research Proposal for Teacher Education." Interdisciplinary Approaches Toward Enhancing Teacher Education, edited by M. Dolores Ramírez-Verdugo and Bahar Otcu-Grillman, IGI Global, 2021, pp. 95-118. https://doi.org/10.4018/978-1-7998-4697-0.ch006

APA

Ramírez-Verdugo, M. D. & López, M. (2021). Gamification and Augmented Reality to Upgrade Elementary Bilingual Education Students' Health and Engagement: An Innovation and Research Proposal for Teacher Education. In M. Ramírez-Verdugo & B. Otcu-Grillman (Eds.), Interdisciplinary Approaches Toward Enhancing Teacher Education (pp. 95-118). IGI Global. https://doi.org/10.4018/978-1-7998-4697-0.ch006

Chicago

Ramírez-Verdugo, M. Dolores, and Moira López. "Gamification and Augmented Reality to Upgrade Elementary Bilingual Education Students' Health and Engagement: An Innovation and Research Proposal for Teacher Education." In Interdisciplinary Approaches Toward Enhancing Teacher Education, edited by M. Dolores Ramírez-Verdugo and Bahar Otcu-Grillman, 95-118. Hershey, PA: IGI Global, 2021. https://doi.org/10.4018/978-1-7998-4697-0.ch006

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Abstract

Sedentary life-style, obesity, and early school leaving have been identified as major causes leading to the biggest health and educational problems in developed countries. This may derive into students showing a not recommended passive role at these ages, which also leads to their lack of interest and motivation in learning and education. This chapter presents an innovation research project which aims to face sedentariness in elementary school by applying an instructional technology-based model with the use of gamification and augmented reality in a bilingual education context. The case study shows several educational advantages, including increase in physical exercise, health awareness, learning engagement, and upgrade in L2 content understanding and linguistic skills.

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