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Fernandes, J., Brandão, T., Almeida, S. M. & Santana, P. (2023). An educational game to teach children about air quality using augmented reality and tangible interaction with sensors. International Journal of Environmental Research and Public Health. 20 (5)
J. Fernandes et al., "An educational game to teach children about air quality using augmented reality and tangible interaction with sensors", in Int. Journal of Environmental Research and Public Health, vol. 20, no. 5, 2023
@article{fernandes2023_1730780403925, author = "Fernandes, J. and Brandão, T. and Almeida, S. M. and Santana, P.", title = "An educational game to teach children about air quality using augmented reality and tangible interaction with sensors", journal = "International Journal of Environmental Research and Public Health", year = "2023", volume = "20", number = "5", doi = "10.3390/ijerph20053814", url = "https://www.mdpi.com/1660-4601/20/5/3814" }
TY - JOUR TI - An educational game to teach children about air quality using augmented reality and tangible interaction with sensors T2 - International Journal of Environmental Research and Public Health VL - 20 IS - 5 AU - Fernandes, J. AU - Brandão, T. AU - Almeida, S. M. AU - Santana, P. PY - 2023 SN - 1660-4601 DO - 10.3390/ijerph20053814 UR - https://www.mdpi.com/1660-4601/20/5/3814 AB - Air pollution is known to be one of the main causes of injuries to the respiratory system and even premature death. Gases, particles, and biological compounds affect not only the air we breathe outdoors, but also indoors. Children are highly affected by the poor quality of the air they breathe because their organs and immune systems are still in the developmental stages. To contribute to raising children’s awareness to these concerns, this article presents the design, implementation, and experimental validation of an serious augmented reality game for children to playfully learn about air quality by interacting with physical sensor nodes. The game presents visual representations of the pollutants measured by the sensor node, rendering tangible the invisible. Causal knowledge is elicited by stimulating the children to expose real-life objects (e.g., candles) to the sensor node. The playful experience is amplified by letting children play in pairs. The game was evaluated using the Wizard of Oz method in a sample of 27 children aged between 7 and 11 years. The results show that the proposed game, in addition to improving children’s knowledge about indoor air pollution, is also perceived by them as easy to use and a useful learning tool that they would like to continue using, even in other educational contexts. ER -