Mind Mapping as an Innovative Tool to Enhance Project-Based Learning Utilizing Technology Tools


  • Chad Goebert Kennesaw State University




project-based learning, mind mapping, technology, innovation, augmented reality


Project-based learning (PBL) is a method to promote engaged learning that enables students to employ their creative and critical thinking abilities often resulting in meaningful learning experiences (Wurdinger, 2018). A PBL assignment was created for a sport-focused technology and innovation class in which the students created their own augmented reality (AR) activation.  AR can be a powerful tool for PBL assignments, allowing students to create interactive and immersive experiences that bring their ideas to life (Jailungka, 2020). This assignment utilized Meta Spark Studio, a free platform for creating AR effects, that provides an accessible and user-friendly way for students to experiment with AR technology and develop their technical skills. However, the implementation of PBL can present challenges for both educators and students, particularly when it comes to technology and innovation (Freshwater, 2009). Many students may struggle with the technical skills needed to complete a technology focused PBL assignment, or they may face barriers to accessing the necessary technology. To address these challenges, educators can utilize mind mapping techniques to help students break down complex tasks, visualize progress, and identify their goals (Hollland et al., 2003). Mind mapping can also help students recognize areas where they may need additional support or resources prior to undertaking the tasks involved. Engaged learning through PBL and AR can be an effective way to help students develop real-world skills and apply their knowledge. Mind mapping and PBL can lead to increased student motivation, increased innovation, and increased knowledge retention.

Author Biography

Chad Goebert, Kennesaw State University

Chad Goebert, PhD, is an assistant professor of sport management in the Department of Exercise Science & Sport Management at Kennesaw State University. His research interests include the study of augmented reality in sport marketing and the study of innovation and technology in sport.



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