Augmented Reality in the Classroom: Quiver App, a Creative Tool for Interactive Learning

This article explores the integration of augmented reality (AR) in primary and early childhood education through the Quiver app, an innovative digital tool that transforms traditional colouring activities into interactive three-dimensional experiences. The study aims to demonstrate how AR can enhance learning by increasing engagement, improving retention, and fostering multisensory learning. The research employs a case study approach, analysing the implementation of Quiver in interdisciplinary lessons, including science, visual arts, and early literacy and numeracy activities. Data collection was based on classroom observations, pupil self-assessment, and internal surveys measuring motivation, participation, and learning outcomes. Findings indicate that the use of Quiver significantly increased pupil motivation and active participation, particularly among children with concentration difficulties or non-traditional learning styles. Pupils demonstrated improved retention of key concepts, with 85% achieving top scores in assessments on the butterfly life cycle. The app’s capacity to provide immediate visual and auditory feedback strengthened conceptual understanding and supported differentiated learning. Challenges such as the need for adequate mobile devices and stable internet connections are acknowledged, with recommendations for strategic planning and integration into broader pedagogical frameworks. The article concludes that Quiver acts as a bridge between traditional teaching and digital innovation, supporting experiential learning and digital competence development. By merging play-based activities with technology, it offers teachers an effective, easy-to-implement method to enhance classroom engagement and achieve more impactful learning experiences.

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Publication Details

Journal
Journal of Non-Formal and Digital Education
Published
2025-08-20
DOI
https://doi.org/10.63734/jnfde.01.02.002
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Augmented Reality in the Classroom: Quiver App, a Creative Tool for Interactive Learning

Mariana Bratescu
Journal of Non-Formal and Digital Education
Educational Games and Gamification
article

Augmented Reality in the Classroom: Quiver App, a Creative Tool for Interactive Learning

Mariana Bratescu
article en

Abstract

This article explores the integration of augmented reality (AR) in primary and early childhood education through the Quiver app, an innovative digital tool that transforms traditional colouring activities into interactive three-dimensional experiences. The study aims to demonstrate how AR can enhance learning by increasing engagement, improving retention, and fostering multisensory learning. The research employs a case study approach, analysing the implementation of Quiver in interdisciplinary lessons, including science, visual arts, and early literacy and numeracy activities. Data collection was based on classroom observations, pupil self-assessment, and internal surveys measuring motivation, participation, and learning outcomes. Findings indicate that the use of Quiver significantly increased pupil motivation and active participation, particularly among children with concentration difficulties or non-traditional learning styles. Pupils demonstrated improved retention of key concepts, with 85% achieving top scores in assessments on the butterfly life cycle. The app’s capacity to provide immediate visual and auditory feedback strengthened conceptual understanding and supported differentiated learning. Challenges such as the need for adequate mobile devices and stable internet connections are acknowledged, with recommendations for strategic planning and integration into broader pedagogical frameworks. The article concludes that Quiver acts as a bridge between traditional teaching and digital innovation, supporting experiential learning and digital competence development. By merging play-based activities with technology, it offers teachers an effective, easy-to-implement method to enhance classroom engagement and achieve more impactful learning experiences.

Journal of Non-Formal and Digital EducationVol. 1(2)
Valve (United States) (US)
Openalex Percentile: Top 77%
Educational Games and Gamification
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