5 CONCLUSIONS
An experimental study on the feasibility and
efficiency of AR technology (QR codes) and mobile
devices as learning tools for the preschool and
Kindergarten ages is presented. The study is based
on an educational intervention designed as a
‘treasure hunt’ game, played collaboratively in
teams. Research questions investigated through
evaluation data refer to the progress the pupils made
in the cognitive, emotional and social domain.
On the basis of the evaluation results, it may be
argued that the most important outcome has been the
hearty and enthusiastic participation of all kids and
their full motivation and interest in the game and in
the technology used. Under the cover of the game,
they in fact learned new things on music and on AR
technology. They also developed new strategies on
problem solving, practiced collaborative behaviors
and offered and received help, support and
encouragement from classmates in other teams. In
all three axes evaluated (cognitive, emotional,
social), the pupils have showed measurable
improvement, the cognitive domain ‘delta’ being the
most conspicuous one. Instrumental to the success of
the intervention have been the choices of (a) the
subject of music, (b) QR codes used through mobile
devices, (c) a game with riddles, puzzles, prizes and
(d) the specific music content (‘Lilipoupoli’), an
oeuvre of high artistic and pedagogical quality ideal
for these ages.
In conclusion, results indicate that the QR codes
and the mobile devices may be efficiently employed
in preschool and Kindergarten ages as learning tools;
they show a significant potential for improving
learning outcomes, for cultivating collaboration
skills and for developing a positive attitude towards
technology as an integral part of modern education.
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