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(2023) . Design of a location-based augmented reality game for the development of key 21st century competences in primary education. Contemporary Educational Technology, 15(3), ep432 .  \n[https://doi.org/10.30935/cedtech/13221](https://doi.org/10.30935/cedtech/13221)  \nARTICLE INFO ABSTRACT  \n\n| Received: 23 Jan 2023\u003Cbr>Accepted: 19 Apr 2023 | The use of augmented reality games (ARGs) in education has gained increased attention from curriculum developers, teachers, and researchers in the past decade. Research findings show that ARGs can promote meaningful learning environments that foster key competences for the 21st century. This paper presents the design process of “EcoAegean”, an ARG for mobile devices, which was implemented in primary classroom environments to support the development of students’ key competences in the context of sustainability. The game was created using an open augmented reality software platform and its design was based on contemporary theoretical underpinnings regarding the use of such games in educational contexts. In the first section of the paper, we describe the design procedures ofthe learning scenario as well as the game itself. In the last section of the paper, we offer a set of critical insights on the design and implementation of mobile augmented reality games for the purpose of supporting students’development of key 21st century competences.\u003Cbr>Keywords: augmented reality, games, key competences, learning design, primary education, students |\n| --- | --- |\n| INTRODUCTION |  |\n\nOne of the current challenges that educators are faced with is fostering the development of students’ key competences. The acquisition of those key competences, namely the knowledge, skills, and attitudes necessary to adapt flexibly to a rapidly changing world, is crucial for all students. Teaching key competences requires students’ engagement and involvement in goal-directed, active and authentic tasks as well as structures, innovative teaching methods and proper ICT tools that are open to everyone (Looney & Michel, 2014) .  \nKey competences are typically defined as the sum of skills required by citizens for personal fulfillment, health, employability and social inclusion in the 21st century. In 2018, European Commission (2018) adopted the following eight key competences for lifelong learning:  \n1. Literacy competence,  \n2. Multilingual competence,  \n3. Mathematical competence and competence in science, technology, and engineering,  \n4. Digital competence,  \n5. Personal, social, and learning to learn competence,  \n6. Citizenship competence,  \n7. Entrepreneurship competence, and  \n8. Cultural awareness and expression competence.  \nThese key competences are considered interrelated. Skills such as critical thinking, problem-solving, teamwork, communication, creativity, negotiation, analytical, and intercultural skills are embedded throughout all key competences. The early acquisition of these skills is the foundation for developing higher, more complex skills (European Commission, 2018) .  \nGiven the importance of 21st century competences for today’s students’ success and perfo","cbCaie8lV0JIrjeb","https://ap.wps.com/l/cbCaie8lV0JIrjeb","pdf",323255,"English","# Introduction\n## Key competences in 21st century education\n## Augmented reality and augmented reality games","[{\"question\":\"Why are key competences important in primary education?\",\"answer\":\"Key competences include the knowledge, skills, and attitudes needed to adapt to a rapidly changing world. The paper argues that nurturing these competences is essential for students’ success and performance.\"},{\"question\":\"What learning approach does the paper propose for developing key competences?\",\"answer\":\"It proposes the use of augmented reality games (ARGs) to promote meaningful, goal-directed, active, and authentic learning tasks. The paper highlights that ARGs can foster competence-related skills through engagement and interaction.\"},{\"question\":\"What is EcoAegean and how was it designed?\",\"answer\":\"EcoAegean is a location-based augmented reality game for mobile devices created to support primary students’ key competences in a sustainability context. The design process is described alongside the learning scenario and the game itself, using an open AR software platform and contemporary theoretical foundations.\"}]","Design of a location-based augmented reality game for the development of key 21st century competences in primary education | PDF",1792090393,25]