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Journal ArticleDOI

Effects of an augmented reality-based educational game on students' learning achievements and attitudes in real-world observations

TLDR
The experimental results show that the AR-based gaming approach can improve not only students' learning attitudes, but also their learning performance on the field trip.
Abstract
Augmented reality (AR) has been recognized as a potential technology to help students link what they are observing in the real world to their prior knowledge. One of the most challenging issues of AR-based learning is the provision of effective strategy to help students focus on what they need to observe in the field. In this study, a competitive gaming approach is proposed to support AR-based learning activities conducted in real-world contexts. An experiment has been conducted on an elementary school ecology course to explore the effectiveness of the proposed approach in comparison with the conventional AR-based mobile learning approach in field trips. The experimental results show that the AR-based gaming approach can improve not only students' learning attitudes, but also their learning performance on the field trip. Accordingly, discussions and some suggestions for future work are provided.

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Citations
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Journal ArticleDOI

The state of immersive technology research: A literature analysis

TL;DR: A systematic literature review of immersive technology research in diverse settings, including education, marketing, business, and healthcare, identifies existing gaps in the current literature and suggests future research directions with specific research agendas.
Journal ArticleDOI

Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis

TL;DR: It was found that mobile applications and marker-based materials on paper have been the most-favored types of materials for AR because these type of materials are easy to use and they can be developed easily and practically.
Journal ArticleDOI

Integrating augmented reality into problem based learning: The effects on learning achievement and attitude in physics education

TL;DR: It has been suggested that AR technology can be a potential and effective tool for activating students' positive emotions in PBL process and implications on use of AR for physics education are discussed.
Journal ArticleDOI

Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning

TL;DR: This review aims to lay the groundwork for educators, technology developers, and other stakeholders involved in the development of literacy programmes for young children by offering new insights with effective advice and suggestions on how to increase student motivation and improve learning outcomes and the learning experience by incorporating ARGBL into their teaching.
Journal ArticleDOI

Trends in Educational Augmented Reality Studies: A Systematic Review

TL;DR: In this article, the authors identified the trends in the studies conducted on educational augmented reality (AR) and reviewed 105 articles found in ERIC, EBSCOhost and ScinceDirect databases with this purpose in mind.
References
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Book

Beyond boredom and anxiety

TL;DR: Theoretical models for enjoyment have been used in the 25th anniversary edition of the first edition of as discussed by the authors, with a focus on the rewards of car activities. But they do not consider the effects of flow deprivation.
Journal ArticleDOI

Recent advances in augmented reality

TL;DR: This work refers one to the original survey for descriptions of potential applications, summaries of AR system characteristics, and an introduction to the crucial problem of registration, including sources of registration error and error-reduction strategies.

Digital Game-Based Learning

Marc Prensky
TL;DR: Parents and educators need to hear that video games are not the enemy, but the best opportunity the authors have to engage their kids in real learning.
Journal ArticleDOI

Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation

TL;DR: The results suggest that within high school CS, educational computer games can be exploited as effective and motivational learning environments, regardless of students' gender.
Journal ArticleDOI

Digital game-based learning: Towards an experiential gaming model

TL;DR: An experiential gaming model that is based onexperiential learning theory, flow theory and game design is presented and stresses the importance of providing the player with immediate feedback, clear goals and challenges that are matched to his/her skill level.
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