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Received: 5 January 2021    Accepted: 27 January 2021

DOI: 10.1111/ivb.12321

ORIGINAL ARTICLE

Mobile learning applications to improve invertebrate zoology


online teaching

Aida Verdes1,2  | Carlos Navarro3 | Patricia Álvarez-­Campos4

1
Life Sciences Department, The Natural
History Museum, London, UK Abstract
2
Departamento de Biodiversidad y The use of new technologies including personal mobile devices has become an in-
Biología Evolutiva, Museo Nacional de
Ciencias Naturales (MNCN-­C SIC, Madrid,
dispensable tool in our daily lives, and thus its presence in education is becoming
Spain ever more ubiquitous. In the current scenario imposed by the COVID-­19 pandemic,
3
Departamento de Zoología, Universidad in which in-­person presence in classrooms has been enormously reduced at all edu-
de Sevilla, Sevilla, Spain
4 cational levels, the use of mobile learning and cutting-­edge methods can greatly im-
Departamento de Biología, Universidad
Autónoma de Madrid, Madrid, Spain prove the way students learn and enhance their online-­learning experience. Mobile
applications, combined with extended reality technologies such as virtual reality (VR)
Correspondence
Patricia Álvarez-­C ampos, Departamento and augmented reality (AR), are powerful tools that connect real and virtual environ-
de Biología, Universidad Autónoma de
ments and allow higher interaction for the user. We have leveraged the advantages
Madrid, Madrid, Spain.
Email: patricia.alvarez@uam.es of mobile learning and extended reality technologies to develop a series of mobile
applications and associated educational activities for university-­level courses involv-
Funding information
Universidad Autónoma de Madrid ing invertebrate zoology field work. In particular, we have developed (a) a VR SCUBA
diving video to explore the diversity of a marine protected area; (b) an AR mobile app
to visualize 3D models of marine invertebrates; and (c) a mobile-­based catalogue to
explore the terrestrial biodiversity of one of the most diverse regions of Spain. Here
we provide detailed information describing the design and creation of these tools, as
well as their application in class, to facilitate and encourage their use in higher educa-
tion. Despite the relatively recent application of these technologies in education, they
have an enormous potential: they improve student motivation and learning, can be
adapted to different learning styles, reduce social inequalities, and facilitate inclusive-
ness and diversity practices in the classroom.

KEYWORDS
3D models, 360º video, augmented reality, invertebrate zoology, marine biology, mobile apps,
online teaching, virtual field work, virtual reality

1  |  I NTRO D U C TI O N convenient and interactive access to teaching materials (Griffith


et al., 2020). The use of mobile learning in higher education has
Mobile learning is a branch of e-­learning that takes advantage of the greatly increased during the last years, especially in blended learning
current omnipresence of mobile and touchscreen devices. These contexts that incorporate both online and in-­person teaching (Morris
devices offer students additional learning opportunities (Morris et al., 2016), and consequently the number of applications available
et al., 2016; Pachler, 2010; Vinu et al., 2011) because they provide for students and educators has grown exponentially (Jonas-­Dwyer
et al., 2012; Nami, 2020; Wai et al., 2018). In addition, when the use
Aida Verdes and Patricia Álvarez-­C ampos contributed equally to this work.

Invertebrate Biology. 2021;140:e12321. wileyonlinelibrary.com/journal/ivb |


© 2021 The American Microscopical Society     1 of 12
https://doi.org/10.1111/ivb.12321
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of mobile and touchscreen devices can be combined with extended used in a bachelor's level course to simulate biodiversity monitoring
reality technologies, the potential impact on student motivation and activities in different habitats.
academic success may increase significantly (Billinghurst & Duenser,
2012; Verdes et al., 2019). Currently, virtual reality (VR) and aug-
mented reality (AR) experiences are among the most widely known 2  |  M E TH O D S
extended reality systems and are being increasingly incorporated in
a wide variety of areas, from medicine, to entertainment, to social 2.1  |  Design and creation of 360° videos for a VR
networking, and education (Bower et al., 2014; Mihelj et al., 2014; SCUBA-­diving experience
Shuhaiber, 2004). VR is defined as the computer-­generated simula-
tion of a three-­dimensional image or environment that can be inter- Compilation of the audiovisual material to develop the 360° virtual
acted with in a seemingly real way through the use of specialized SCUBA-­diving video was carried out during May 2019 in an ideal
electronic equipment (McMillan et al., 2017). Similarly, AR technol- site of the Mediterranean Sea, the Cabo de Gata-­Níjar National Park
ogy allows real and virtual objects to coexist in the same space and (Almería, Spain), where the field trip for the master's level course
to be interacted with in real time (Azuma, 1997). It generates an ex- Conservation and Management of Marine Biodiversity has been tra-
tended version of reality by superimposing computer information on ditionally held. This National Park and MPA offer unique conditions
a real image that can be observed through a digital device (McMillan for the production of underwater videos from both biological and
et al., 2017; Verdes et al., 2019). Currently, both VR and AR can be technical perspective. On one hand, Cabo de Gata-­Níjar is one of
easily experienced through the use of mobile and touchscreen de- the most diverse areas of the Spanish coast and the largest stretch
vices and therefore, they have been widely incorporated in many in- of protected coastline in the country (Hogg et al., 2017). In addition,
stitutions such as museums, making their exhibitions more attractive, the good visibility and underwater luminosity conditions at the site
increasing their pedagogic value, and enhancing the visitor experi- are crucial to obtain good quality videos in terms of sharpness, depth
ence (Jung et al., 2016). In higher education in particular, enabling of field, and recognition of color patterns in the species observed.
access to these new technologies through mobile devices has the This latter aspect is especially relevant in the aquatic environment
potential to revolutionize science teaching and learning (Metz, 2014). because variation in absorbance of different color wavelengths with
Science is composed of an interconnected network of concepts and depth may cause color attenuation and distortion. This problem can
research processes that require educators to integrate scientific be avoided by using artificial lights, but unfortunately this is not fea-
content with the practice of doing science (Crompton et al., 2016). sible when attempting to register general landscapes and biological
Although the positive effect of mobile learning is not universal, but communities in a 360° video format. Therefore, to obtain optimal
rather context dependent, the evidence of its effectiveness in sup- footage for VR diving videos, recording has to be made in very il-
porting learning in higher education and laboratory practical courses luminated, shallow and clear-­water areas. These conditions are fre-
is ample (El-­Sofany & El-­Haggar, 2020; Hwang & Chang, 2011). quently found in Cabo de Gata-­Níjar MPA, where there is also a great
We have leveraged the advantages of mobile learning and ex- diversity of habitats such as rocky bottoms with macroalgae, soft
tended reality technologies to develop a series of mobile applications substrates, or seagrass meadows, with a huge variety of associated
and associated educational activities for university-­level courses in- invertebrate communities (García-­Raso et al., 1992). Thus, students
volving invertebrate zoology laboratory and field work. The mobile who experience the immersive virtual dive in Cabo de Gata-­Níjar
apps and educational activities described here are largely based on MPA can observe different habitats with high species richness not
audiovisual material of invertebrate animals initially designed and found in contiguous and non-­protected areas (García-­Charton et al.,
created specifically by the authors and collaborators to complement 2004; Hogg et al., 2017; Villamor & Becerro, 2012).
traditional classroom teaching and field trips, while also stimulat- To create the 360° virtual SCUBA diving experience in a MPA
ing students’ learning. However, they have also been an extremely (Figure 1A, B), we chose four of the most emblematic diving sites in
useful tool to improve online teaching during the past months, es- the area, with the highest variety of habitats and species richness:
pecially with the lack of laboratory practical classes and field trips Cueva del Francés, el Túnel Naranja, La Amatista, and Punta de la
due to the restrictions imposed by the COVID-­19 pandemic. We de- Isleta. We recorded a total of 65 4 K videos of ~3 min each, using
signed additional activities to be highly interactive and immersive a Ricoh Theta V 360º camera (https://theta​360.com/en/about/​
and assure students’ involvement, providing a more motivating and theta/​v.html) equipped with waterproof housing (Figure 1C). We
engaging online distance-­learning experience. Specifically, we de- evaluated all the footage and selected the most representative and
veloped (a) a VR SCUBA diving video to study the biodiversity of relevant parts of the videos to create the final movie, which has a
a Marine Protected Area (MPA) and used it as a substitute for the duration of ~7 min. Editing was done with the program Final Cut
field trip in a master's level marine conservation course; (b) an AR Pro (https://www.apple.com/final​

cut-­
p ro/) and the final video
mobile app to visualize 3D models of marine invertebrates used to was exported and converted to 360º format with the programs
complement invertebrate zoology laboratory practical teaching in a Handbrake (https://handb​rake.fr) and 360 Video Metadata Tool
bachelor's and a master's level course; and (c) a mobile app that in- (http://vrfix.me/). We have uploaded the final VR SCUBA diving
cludes a catalogue of the terrestrial biodiversity of La Vera, Spain, video to YouTube to guarantee easy access to anyone interested
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F I G U R E 1  Virtual reality SCUBA diving experience in Cabo de Gata-­Níjar MPA. A. Screenshot from YouTube of the 360º virtual diving
video. B. QR code to access to the VR experience. C. Image captured during the recording of the underwater videos with the Ricoh Theta
V 360º camera. D–­F. Example ID cards of different levels used for the biodiversity survey activity. D. Sepia officinalis. E. Pelagia noctiluca. F.
Chondrosia reniformis
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using the link (https://bit.ly/35dNrtw) or the QR code provided in scanning of any object placed in a grid (provided by the program) that
Figure 1B. can be printed in different sizes to suit the dimension of the scanned
In addition, to create a more interactive experience and to pro- model. In order to capture the necessary details for invertebrate
vide an activity with a higher educational value, we created several ID models, we used a rotating stand that minimized the possible abrupt
cards with information about the most common species found at the movements while the specimen is rotating during scanning. This sys-
Cabo de Gata-­Níjar MPA (Figure 1D–­F). We chose 20 representative tem allowed us to use different types of lights to avoid the loss of de-
species that can be identified in the video, including marine inver- tail, such as the relief or the roughness of some species (Figure 2A).
tebrates, but also other organisms such as macroalgae or fish, and However, although this methodology is suitable for organisms of me-
divided them into three categories (i.e., easy, medium, and expert) de- dium size (~5–­30 cm in diameter), it has limitations for scanning smaller
pending on how difficult it is to find them in the VR video (Figure 1D–­ (<5 cm) or larger (>30 cm) individuals. The lack of resolution of smart-
F, Table 1, Supporting Information Figure S1. The cards include data phone cameras cannot capture small details with enough quality to
about the species’ taxonomy, ecology, reproduction, conservation generate an accurate 3D model of small specimens, and conversely,
status, and other interesting facts such as their economic interest the large dimensions of some specimens can cover the grid, preventing
(Figure 1D–­F, Figure S1). We use the cards in an activity in which the camera to always register the four corners, which is an essential
groups of students compete to recognize as many organisms as pos- requirement for scanning to work. In addition, the scanning resolution
sible during the VR SCUBA diving experience. During the activity, seemed to not be enough to capture the complexity of some inverte-
identifying "expert"-­level species, which are less common or harder brate morphologies, such as the flat structure of some corals and gor-
to spot in the video, gives more points than identifying "easy" species. gonians. Moreover, the fact that the organism must be placed on the
paper grid makes it difficult to work with soft-­bodied animals preserved
in ethanol, such as annelids or marine slugs. For the initial version of
2.2  |  Creation of an AR app to visualize 3D the AR application, we selected and scanned five invertebrate organ-
models of invertebrate animals isms that showed a better status of preservation in terms of shape and
color, or that were suitable representatives of their phylum to create
We generated a series of 3D models of selected marine invertebrates the 3D models. The selected species were the sponge Spongia offici-
with the Qlone software (https://www.qlone.pro/) to be used for AR nalis Linnaeus 1759 (Figure 2B), the molluscs Pecten jacobaeus (Linnaeus
applications. Using the camera of a smartphone, Qlone allows the 1758) (Figure 2C) and Nautilus pompilius Linnaeus 1758 (Figure 2D), the
echinoderm Marthasterias glacialis (Linnaeus 1758) (Figure 2E), and the
TA B L E 1  Selected species from the ID cards that are used to cnidarian Tubipora musica Linnaeus 1758 (Figure 2F).
identify organisms in the 360° virtual SCUBA diving video in Cabo
de Gata-­Níjar Marine Protected Area, Spain

Level Species 2.3  |  Design and development of InteractiVera


Easy Posidonia oceanica (Linnaeus) Delile 1813 mobile app
Jania rubens (Linnaeus) L amouroux 1816
Padina pavonica (Linnaeus) Thivy 1960
The audiovisual material necessary to develop the standalone mo-
bile app InteractiVera was collected over the last 10 years in La Vera
Halopteris scoparia (Linnaeus) Sauvageau 1904
County (Cáceres, Spain) during the field trips carried out with the
Astroides calycularis (Pallas 1766)
bachelor's level course Biodiversity of Terrestrial Systems. We have
Sepia officinalis Linnaeus 1758
chosen this course because it is one of the most complete and in-
Chromis chromis (Linnaeus 1758)
terdisciplinary ones, in terms of the great number of activities and
Sarpa salpa (Linnaeus 1758)
concepts that the students need to learn from different subjects
Medium Asparagopsis sp. (from sampling methodologies in zoology and botany, to in situ iden-
Pelagia noctiluca (Forsskål 1775) tification of species and ecological differences between habitats),
Echinaster sepositus (Retzius 1783) and it also includes one of the longest field trips. The unique geo-
Holothuria tubulosa Gmelin 1791 morphological conditions of La Vera County, situated in Sierra de
Octopus vulgaris Cuvier 1797 Gredos (central-­western Spain), support a great variety of ecosys-
Mullus surmuletus Linnaeus 1758 tems enclosed in the different bioclimatic regions it encompasses,

Expert Chondrosia reniformis Nardo 1847 representing one of the most diverse areas of the Iberian Peninsula
(Amor et al., 1993; Gaytán et al., 2020). The app was initially de-
Myriapora truncata (Pallas 1766)
signed to complement teaching during the week-­
long field trip
Thalassoma pavo (Linnaeus 1758)
that the students spend exploring animal and plant diversity from
Coris julis (Linnaeus 1758)
La Vera County. The mobile app InteractiVera was developed in
Serranus scriba (Linnaeus 1758)
Spanish language (but we are currently working to make it available
Diplodus vulgaris (Geoffroy Saint-­Hilaire 1817)
in English too) for Android devices (minimum version 5.0), employing
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F I G U R E 2  Scanning of marine
invertebrate specimens to create 3D
models for the AR app. A. System used
to scan the models, with a rotating stand
and different types of lights. B. 3D model
of Spongia officinalis. C. 3D model of
Pecten jacobaeus. D. 3D model of Nautilus
pompilius. E. 3D model of Marthasterias
glacialis. F. 3D model of Tubipora musica

Java programming language (application download at https://bit. Conservation and Management of Marine Biodiversity. During 2019
ly/3qCNt6q. The storage system for content and device synchroni- face-­to-­face classes, we provided students with virtual reality gog-
zation was implemented through Google Drive. In addition, we used gles to facilitate an immersive experience; however, the VR video can
the local database Room for the correct functioning of the applica- also be watched on a mobile device, touchscreen, or computer simply
tion. The final app is a catalogue of the most common species found by moving the device around or scrolling the image with the finger (or
in four selected habitats including alders, scrubs, oaks, and managed mouse, in desktop computers). This VR dive allows students to ob-
oaks, and it includes 275 pictures and 43 audio recordings (only for serve and identify the rich biodiversity associated with meadows of
birds) corresponding to 289 different species (Table S1). The inter- Posidonia oceanica (Linnaeus) Delile 1813, as well as other character-
face has a simple design with tick boxes and drop-­down menus, istic species and communities of the Cabo de Gata-­Níjar MPA, from
where students can choose the species they want to visualize from hundreds of kilometers away and without even getting wet.
different taxonomical categories and habitats, or use the search Students’ response to this initiative was really good (Table 2),
tool to type the species name directly (Figure 3A). Once choices are and the feedback they provided was extremely positive, considering
made, the list of pictures and audio recordings (when available) of that in one of the master's level courses, the programmed field trip
the selected species will appear on the screen (Figure 3B). was completely substituted with the VR diving video due to COVID-­
19-­related travel restrictions. The VR 360° experience allows our
students to virtually explore the habitats that they would explore
3  |   R E S U LT S A N D D I S CU S S I O N snorkeling in the real field trip, but also additional habitats such as
underwater cave communities that are not studied in the field during
3.1  |  Immersive SCUBA diving in a marine reserve this course. Furthermore, they can also learn the differences and
using Virtual Reality similarities of species inhabiting other areas of the Mediterranean
Sea by comparing their findings in the 360° virtual SCUBA diving
Over the last year and a half, we used the 360° virtual SCUBA div- video with those habitats and species studied in previous lectures.
ing video to complement traditional teaching during 2019 in differ- The educational value of scientific field trips, even if experienced
ent master's level courses, including Techniques Associated with through virtual reality technologies, has been highlighted by count-
the Study of Biodiversity and Invertebrate Zoology. Additionally, we less experts (Hofstein & Rosenfeld, 1996; Ponce & Lago, 2015). The
also used it to improve online teaching during the lockdown imposed importance of learning through experience and relating the topics
by the COVID-­19 pandemic in 2020 master's level courses such as discussed in class to the real world adds practicality and relevance
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F I G U R E 3  InteractiVera mobile app. A. Taxonomical categories included in the drop-­down menus. B. Example of a list of pictures and
audio recordings provided by the app. C. One of the preliminary options to improve the InteractiVera interface and content

to the content, favoring a more meaningful learning experience given area as discussed here, but also to promote other important
(Tuthill & Klemm, 2002). In addition, the activity can be presented skills for the future development of the students’ careers. Indeed,
in different ways, to provide knowledge about the biodiversity of a the university should prepare students for life, providing them with
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TA B L E 2  Summary of the proportion of the score given to each question in the mobile-­learning satisfaction survey. Students scored each
of 10 questions on a scale of 1 to 5: 1 = Strongly disagree; 2 = Disagree; 3 = Neither disagree, nor agree, 4 = Agree, and 5 = Strongly agree

1 2 3 4 5

Easiness to use the app


1. InteractiVera standalone mobile app was easy to use. 4.3% 30.5% 65.2%
2. In addition to the activity proposed in class, I have further explored the 8.7% 8.7% 26.1% 43.5% 13%
options and content available in the app.
Learning motivation
3. This type of interactive and less traditional tools motivates me more to 8.7% 13% 30.5% 47.8%
learn in the current online teaching situation we are experiencing.
4. I find that these types of tools enhance learning by providing more 8.7% 52.2% 39.1%
enjoyable activities that capture my attention.
Putative academic success
5. Using this type of less traditional tools I think I will remember better how 8.7% 21.7% 47.8% 21.7%
to analyze the biodiversity of organisms in a given area.
6. Using this kind of tools I think I will remember better some of the 4.3% 13% 34.8% 47.8%
organisms studied in the different habitats than if we had simply seen
them in a presentation.
Desire to complement traditional teaching
7. I would have liked to participate in a real sampling field campaign, 13% 87%
complementing it with the use of InteractiVera app.
8. I think that the sampling simulation using InteractiVera is a good learning 13% 4.3% 43.5% 21.7% 17.4%
activity that can substitute a real sampling campaign.
9. I would like to do more activities using applications or other non-­ 4.3% 52.2% 43.5%
traditional tools.
10. In a normal situation, I also would like to use these tools and other new 13% 21.7% 65.2%
technologies to complement all the classes.
11. Would you like to make a comment on things you didn't like or that you • To include more information of each species (seven students).
would like to improve about InteractiVera app? • To expand the app to other regions of the Iberian Peninsula (five
students).
• To increase the interaction with users allowing to upload their
own content (one student).
• Technical aspects related to the interface (bigger buttons or to
maintain options clicked when going back to the main menu) or
the fact that it can be only be used with Android devices (five
students).

enough knowledge about the world they live in (Howard-­Kennedy, 3.2  |  VitrinasXR: Augmented reality app for
2005). Through virtual experiences like this, we can expose our stu- invertebrate zoology
dents to different aspects of a marine biologist's job in a more real-
istic manner, when field work or hands-­on activities are not possible. We have also used the AR application VitrinasXR, which we devel-
For instance, activities such as tracking and identification of species, oped to visualize invertebrate 3D models, as a complement to hands-
surveys, and monitoring campaigns are the daily work of many scien- ­on material in the laboratory practical classes of an invertebrate
tists and research assistants in our coasts, including National Parks zoology course that was partially carried out in-­person during Fall
and Marine Protected Areas such as Cabo de Gata-­Níjar. 2020. Given the lack of material of every species to be individually
Given our preliminary positive results with VR in several courses studied by each student, we considered the use of 3D models in some
and its potential for different teaching and scientific purposes, our of the laboratories to be able to maintain social distancing between
goal was to create additional 360° underwater images and videos students who would normally share study specimens. We created
from several areas of the Spanish coasts, including those in which a series of 3D models to be viewed through VitrinasXR (Figure 4A).
we develop scientific research activities, such as sampling trips or Specimens were part of the marine invertebrate collection displayed
underwater experiments. Thus, students would also be able to help at the Biology Department of the Universidad Autónoma de Madrid
in the collection of data and observe and experience the particular- (Figure 4B). We developed the AR mobile application using Creator
ities of the scientific work in the marine environment, which may (Table 3), the software of the Aumentaty platform (www.aumen​t aty.
otherwise be rather difficult to access. com/index​EN.php) that allows 3D models (or other elements such
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F I G U R E 4  VitrinasXR AR app. A. View


of VitrinasXR when accessed through
the Scope app. B. Marine invertebrate
collection displayed at the Biology
Department of the Universidad Autónoma
de Madrid and panels with instructions for
accessing the AR content. C, D. Examples
of the information cards and associated
QR codes placed together with specimens
of the collection. C. Spongia officinalis. D.
Tubipora musica

as images or videos) to be linked to QR codes (Figure 4C, D; Figure old-­fashioned (Ariño, 2010). For some years now, museums and re-
S2). These QR codes can then be scanned with a smartphone using search centers all around the world have been providing more de-
the mobile application Scope (Table 3), also from the Aumentaty tailed and realistic information about the specimens they house in
platform, which will allow students to visualize and interact with their collections by incorporating sound libraries or digital illustra-
the different 3D models included in the app. Briefly, students need tions to generate a more engaging representation of the specimens
to first download the Scope app in an Android or iOS device, and exposed (Baratas-­Díaz & González-­Bueno, 2013). Currently, AR is
then search and download the project VitrinasXR within the app. also being incorporated, demonstrating its enormous educational
Once VitrinasXR is downloaded, the project has to be opened within value as a cutting-­edge resource that also facilitates even more in-
Scope to be able to scan the QR codes and visualize the 3D models. teraction with visitors (Torres, 2011). Our main goal in using AR for
If students do not have direct access to the QR codes, a temporal invertebrate zoology teaching was to make the laboratory classes
marker can be created within Scope. To do this, one just needs to more engaging and to rejuvenate our marine invertebrate collection,
open the project VitrinasXR within Scope, select one of the avail- making it more attractive for the students. To facilitate access to 3D
able QR codes, and click on "Create temporal marker." This will allow models, we created information panels for each selected species and
students to take a photograph of an object to use as a proxy for the placed them together with the corresponding specimen. Similar to
QR code and access the 3D models at any moment and from any the identification cards designed for the 360º virtual diving activity
location. (see section 3.1), the panels contain basic data on the taxonomy and
Like every natural history repository, our marine invertebrate biology of the species, and the associated QR code to visualize the
collection is a basic research tool, but it also constitutes histor- 3D models (Figure 4C, D; Figure S2). As mentioned above, the Scope
ical heritage and an instrument with high educational potential application also allows the creation of temporary markers, enabling
(Sánchez-­Almazán, 2017). However, with the rise of new technol- the 3D models and the rest of the content associated with the spec-
ogies, these collections are becoming obsolete and less relevant imens to be accessible even if the student is not physically in front
to new generations of students, who may find such collections of the QR codes. This increases the educational value of the marine
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invertebrate collection as it facilitates permanent access from any

Active

Active

Active

Active

Active

Active
Status
location in the world, allowing the students to review on demand the
species studied in the lab.
Once again, the students’ response to the application was very
positive and they showed more interest and higher participation
Language

than in previous laboratories in which the AR app was not available.


Spanish

Spanish
Spanish

Spanish
English

English

English
In addition, they also showed a high degree of motivation and sat-

N/A
isfaction, since they had the opportunity to receive the information
in a different format. They saw the activity as a highly valuable op-
tion, especially in the current online teaching context, in which few
Free download, account and

Free download, account and

Visualized through Scope


courses offer opportunities for interaction. It seems that the apathy
Free access online some of our students are feeling in the current COVID-­19-­derived
login required

login required

situation can be turned around with the use of engaging teaching


Free download

Free download alternatives that improve motivation. In our specific case, the impact
Accessibility

and effectiveness of AR in terms of learning will be further evaluated


in the future.
TA B L E 3  Summary and comparison of the features of the different tools used to develop the three applications discussed here

3.3  |  InteractiVera: Mobile app for terrestrial


biodiversity field work
Windows
Platform

Android

Android

Android

Android

Android
iOS

iOS

iOS

iOS

We developed the standalone mobile app InteractiVera as a sub-


stitute for the field trip programed for the bachelor's level course
Biodiversity of Terrestrial Systems, which will take place April 2021
in an online format because of COVID-­related restrictions. We have
http://apple.co/2M5lU6S
https://www.qlone.pro/

https://bit.ly/35YVbQq

https://bit.ly/3qCNt6q
https://bit.ly/35XQJRI
http://bit.ly/3qHkUVx

conducted preliminary testing of the app with 23 master's students


http://bit.ly/3sHhbc6

in a biodiversity sampling simulation as part of the course Techniques


Associated with the Study of Biodiversity. After studying the differ-
ent sampling techniques to collect insects, we asked them to prepare
a list of the butterflies and beetles found in the four representative
Links

habitats of La Vera County, Spain, using InteractiVera. We provided


students with abundance measurements per habitat for each spe-
App to visualize content made by Creator, and published

cies, and worked together on an online hands-­on activity to compare


Tool for scanning objects in 3D, creation and export of

invertebrate collection at Dept. of Biology (UAM)

immersive experience in a marine protected area


App with a catalogue to explore the fauna and flora

butterfly and beetle diversity among habitats. The students then


Software to create AR projects that can display 3D
models associated with markers (e.g., QR code)

Virtual reality video that offers a SCUBA diving

had to determine which habitat would have priority for conservation


AR project that links 3D models to the marine

efforts, ranking them following different biodiversity indices includ-


biodiversity of La Vera region (Spain)

ing species richness, species diversity, and community similarity. The


3D models for augmented reality

first thing we could appreciate during the development of the class


in the Aumentaty community

using the app was a higher level of participation from all students,
including those who generally remain in the background. One of the
possible reasons for this increase in participation may be the engag-
ing use of a mobile learning interactive app and also the fact that
students see a real-­world use of the activity (Ponce & Lago, 2015).
In addition, to evaluate the students’ response to the use of the
Description

InteractiVera app in class, and whether it could influence their mo-


tivation or even their learning success, we provided a survey of 10
questions. The questionnaire adopted a 5-­point scale as follows:
1 = Strongly disagree, 2 = Disagree, 3 = Neither disagree, nor agree,
4 = Agree, and 5 = Strongly agree (Table 2). Regarding ease of use,
InteractiVera

all students except one (i.e., 95.7%) considered it easy to use, giving
VR SCUBA
VitrinasXR

a score of 4 or 5 (Question 1). However, only 58.5% of the students


Creator
Qlone

Scope

explored more in detail the content of the app that was not relevant
to the activity (Question 2). The questions related to motivation
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10 of 12       VERDES et al.

using InteractiVera or other non-­traditional tools in class (Questions important to note that the survey showed that students prefer to
3 and 4) also received a high score from more than 78% and 91% of use the mobile apps within a blended learning context that mixes the
the students, respectively. In addition, almost 70% of the students use of technology in online and face-­to-­face teaching (Questions 7–­
thought the app would allow them to better remember the activ- 10, Table 2). We cannot forget that one of the most attractive char-
ity and the concepts (Question 5), and more than 82.6% considered acteristics of a bachelor's or master's course in biological sciences is
they would remember the studied species more easily thanks to the the possibility of fieldwork activities, which, together with the use
app (Question 6). As expected, all students would have preferred to of interactive resources, could probably fulfill the higher learning
do a real sampling activity in the field, although complementing it expectations of new generations.
with the use of the app (Question 7). However, almost 40% of the
students agreed that a simulated sampling is a good learning activity
and a suitable substitute for the real sampling campaign (Question 4  |  CO N C LU S I O N S
8). Finally, all students except one would like to do more activities
using mobile applications or other non-­traditional tools (Question During the COVID-­19 pandemic, teaching and learning while main-
9), and almost 90% of them would like to complement classes with taining engagement and motivation has been a major challenge for
these kinds of technologies in a normal situation (Question 10). We both students and professors. To alleviate these issues and improve
also added an open question for students to communicate any- the online teaching experience, we have leveraged the advantages
thing they did not like from the app or their suggestions to improve of mobile learning and extended reality technologies to develop a
InteractiVera. Of the 17 students who replied to the question, series of mobile apps for university-­level courses involving inverte-
most of them pointed out that they would like to have more de- brate zoology laboratory and field work (see summary in Table 3).
tailed information on each species, such as its ecology or distribu- We find that the use of these interactive and rather novel technolo-
tion in other areas, and many others also suggested expanding the gies has been a good solution to the general apathy and discour-
app to include content from other regions of the Iberian Peninsula. agement students experience due to the lack of in-­person, hands-­on
Aside from some comments about technical aspects related to the activities and field trips. Emerging technologies that show educa-
interface (e.g., bigger buttons, maintaining options selected when tional content in a different way have the greatest potential and pro-
going back to the main menu), or the fact that it is only available for jection in education, because they are capable of improving student
Android devices, one student also suggested adding the possibility motivation and engagement in class (Jantjies et al., 2018). The tech-
of uploading content to increase interaction among InteractiVera nological advances and popularity of these tools have made them
users (Question 11, Table 2). We are currently working on some of easy to use for both teachers and students, allowing them to create
the aspects that the students highlighted, such as several interface custom content without much difficulty and to be used effectively
changes to make it more user-­friendly, the inclusion of more infor- in education (Horra Villacé, 2016; Saorín et al., 2016). Students can
mation for each species (Figure 3C), or a web-­based storage and use these interactive mobile learning applications both in class and
synchronization service to allow students to upload their own field on their own time for on-­demand learning or review (Stark, 2012).
observations. In addition, mobile learning, including AR and VR technologies,
In general, the survey results seem to indicate that alternative presents a series of added benefits. Students from disadvantaged
ways of delivering content, in this case a mobile app to study the bio- socioeconomic backgrounds are often not able to enjoy activities in
diversity of a given area, can increase motivation, probably because nature outside of school, so virtual experiences make these activ-
of the novelty for the students. Routine is a characteristic feature ities accessible to all, partially reducing social inequalities (Greene
of many classrooms that, together with the increasing isolation cur- et al., 2014; Verdes et al., 2019). Additionally, the flexibility offered
rently experienced by students, can cause a stagnation in learning by mobile learning and virtual experiences may improve learning
rhythm (Ponce & Lago, 2015). Thus, student motivation through on- outcomes because they can be adapted to the diversity of learning
line teaching has become one of the major challenges in education styles among students within the same course (Greenberg, 2004;
during the last months, but one that can be at least partially over- Robinson, 2009). Mobile learning also allows students with commu-
come with tools such as mobile or touchscreen devices and apps that nication or physical difficulties to participate in certain types of ac-
are already integrated into students’ daily lives. In our case, judging tivities that would otherwise be difficult for them to access without
by the responses to the questions related to student motivation traveling with their families or without professional help (Ponce &
(Questions 3 and 4, Table 2), it seems that InteractiVera has achieved Lago, 2015). Therefore, these technologies also make it possible to
this objective. Moreover, it also seems that their academic success offer educational experiences based on the principles of Universal
may improve through the use of apps and other new technologies Learning Design, which seek to eliminate barriers, provide the tools
(Questions 5 and 6, Table 2), although more data are necessary to that best suit the needs of students, and facilitate the participation
analyze the academic impact of mobile learning. As has been pointed of all students (Fernández Portero, 2018; Luque & Cabezas, 2017).
out, the use of mobile apps for learning has increased during the last In our experience, students greatly appreciate the use of mobile
years in science education (Jonas-­Dwyer et al., 2012; White, 2010), learning and extended reality experiences easily accessible through
but its pedagogic value is still emerging (Morris et al., 2016). It is also their own devices, not only to improve online teaching in the current
VERDES et al. |
      11 of 12

COVID-­19 pandemic, but also as an added value to regular in-­person de la Horra Villacé, I. (2016). Realidad aumentada, una revolución educa-
classes. The use of these technologies has resulted in increased tiva. Edmetic: Revista De Educación Mediática Y. TIC, 6, 9–­22.
El-­Sofany, H. F., & El-­Haggar, N. (2020). The effectiveness of using mobile
engagement, enjoyment, and motivation of students, which may
learning techniques to improve learning outcomes in higher educa-
also improve learning outcomes. The ease of use and the pedagog- tion. International Journal of Interactive Mobile Technologies, 14, 4–­18.
ical benefits provided by these emerging technologies make them Fernández Portero, I. (2018). Diseño universal para el aprendizaje de id-
tools with great potential in education. Therefore, we encourage iomas en personas con diversidad funcional. Revista De Educación
Inclusiva, 11(1), 251–­266.
educators to consider incorporating them into their teaching, both
García-­Raso, J. E., Luque, A. A., Templado, J., Salas, C., Hergueta, E.,
during the COVID-­19 pandemic, which has imposed generalized on- Moreno, D., & Calvo, M. (1992). Fauna y flora marinas del Parque
line teaching, and also when going back to our regular face-­to-­face Natural de Cabo de Gata-­Nijar. Universidad de Malaga.
teaching practices. García-­Charton, J. A., Pérez-­Ruzafa, A., Sánchez-­Jerez, P., Bayle-­
Sempere, J. T., Reñones, O., & Moreno, D. (2004). Multi-­scale
spatial heterogeneity, habitat structure, and the effect of marine
AC K N OW L E D G M E N T S reserves on Western Mediterranean rocky reef fish assemblages.
We are very grateful to all the colleagues who participated with their Marine Biology, 144(1), 161–­182.
comments and support during the development of these projects: Gaytán, Á., Ricarte, A., & González-­Bornay, G. (2020). Hoverfly diver-
sity (Diptera: Syrphidae) of Pyrenean oak woodlands in Central-­
José Dulac, Ibán de la Horra, Marta Pola, Eduardo López, Yolanda
Western Spain: A preliminary study with conservation outcomes.
Lucas, Helena Romo, Fátima Franco, Juan Traba, Francisco Lara, Journal of Insect Conservation, 24, 163–­173.
Begoña Peco, Ángel Luque, Guillermo San Martín, Miguel Ángel Greenberg, A. (2004). Navigating the sea of research on video conferencing-­
Fernández, Rocío Gómez. We also would like to thank the students based distance education: A platform for understanding research into
of the Biodiversity Master (Universidad Autónoma de Madrid) for the technology’s effectiveness and value. Wainhouse Research.
Greene, J. P., Kisida, B., & Bowen, D. H. (2014). The educational value of
their understanding during these difficult moments and for the
field trips. Education Next, 14(1), 78–­86.
great feedback they gave in all the activities. Suggestions from Griffith, S. F., Hagan, M. B., Heymann, P., Heflin, B. H., & Bagner, D. M. (2020).
Irene del Olmo, Víctor León Huerta, Santiago Gómez-­Escabia and Apps as learning tools: A systematic review. Pediatrics, 145, 1–­14.
Laia Moreno-­Martínez were especially useful and encouraging to Hofstein, A., & Rosenfeld, S. (1996). Bridging the gap between formal and
informal science learning. Studies in Science Education, 28, 87–­112.
improve the apps. A big thanks goes to the reviewers, Rich Palmer
Hogg, K., Semitiel-­García, M., Noguera-­Méndez, P., & García-­Charton, J.
(University of Alberta), Dave Cowles (Walla Walla University), and A. (2017). A governance analysis of Cabo de Palos-­Islas Hormigas
Marta Novo (Universidad Complutense de Madrid), for their use- and Cabo de Gata-­Níjar Marine Protected Areas, Spain. Marine Policy,
ful comments and suggestions to improve our manuscript. And, of 102944, 1–­11.
Howard-­Kennedy, J. (2005). Videoconferencing in education. Technology
course special thanks to Michael Hart, Kevin Kocot, and Elizabeth
and Learning, 1–­2.
Davis-­Berg for the invitation to participate in this special issue of Hwang, G. J., & Chang, H. F. (2011). A formative assessment-­based
Invertebrate Biology. Project expenses were covered by Biology mobile learning approach to improving the learning attitudes and
Department and Teaching Innovation Department from Universidad achievements of students. Computers & Education, 56, 1023–­1031.
Jantjies, M., Moodley, T., & Maart, R. (2018). Experiential learning through
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virtual and augmented reality in higher education. In Proceedings of
the 2018 international conference on education technology manage-
ORCID ment (pp. 42–­45). Association for Computing Machinery.
Aida Verdes  https://orcid.org/0000-0002-9193-9253 Jonas-­Dwyer, D., Clark, C., Celenza, A., & Siddiqui, Z. (2012). Evaluating
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Patricia Álvarez-­Campos  https://orcid.org/0000-0001-9472-2378
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