A game-based augmented reality navigation system to support makerspace user education in a university library

被引:2
|
作者
Chen, Chih-Ming [1 ]
Yang, Ya-Chu [1 ]
机构
[1] Natl Chengchi Univ, Grad Inst Lib Informat & Archival Studies, Taipei City, Taiwan
关键词
Makerspace user education; Augmented reality; Game-based learning; Learning motivation; Learning effectiveness; MOTIVATION; INSTRUCTION; INQUIRY; ENGAGEMENT;
D O I
10.1108/EL-05-2023-0107
中图分类号
G25 [图书馆学、图书馆事业]; G35 [情报学、情报工作];
学科分类号
1205 ; 120501 ;
摘要
PurposeA makerspace has recently been identified as an essential learning field for cultivating students' creative and thinking abilities. Creating a makerspace service within a university library is vital, as it fosters innovation, interdisciplinary learning, practical skills, entrepreneurship and career readiness while transforming the library into a dynamic centre for hands-on education and collaboration. Nevertheless, the wide-ranging functions and uses of makerspace equipment can potentially lead to a situation where librarians are overwhelmed by their duties due to manpower constraints. Therefore, this study aims to develop a novel game-based augmented reality navigation system (GARNS) based on the Octalysis gamification framework and scaffolding theory to support makerspace user education, hoping to promote learners' learning motivation and their immersive experience and to enhance the learning performance of makerspace user education.Design/methodology/approachWith a true experimental research method, 24 grade 11 students from a high school in Keelung City, Taiwan, were recruited to participate in the experiment on makerspace user education. Among them, ten students were randomly assigned to the experimental group using the GARNS and the other seven students were randomly assigned to a control group using the Web navigation system. The remaining seven students were assigned to a second control group using the narrative guided tour with a librarian to conduct makerspace user education.FindingsAnalytical results show that learners can achieve significant learning effectiveness using the GARNS, Web navigation system or traditional narrative guided tour with a librarian for makerspace user education. There were no significant differences in learning effectiveness and motivation neither between the GARNS group and the narrative guided tour with a librarian group nor between the Web navigation system group and the narrative guided tour with a librarian group. However, there were significant differences in learning effectiveness and motivation in terms of the value and expectation dimensions of learning motivation between the GARNS group and the Web navigation system group, and the GARNS group was significantly better than the Web navigation system group.Practical implicationsThe study's practical implication on makerspace user education is to reduce the manpower of a university library with makerspace services by the proposed GARNS that can offer a practical solution to enhance the learning effectiveness and motivation of makerspace through immersive game-based autonomous learning. Additionally, the study's theoretical contribution lies in its innovative combination of game-based learning and scaffolding theory, while its practical significance stems from its potential to revolutionize makerspace user education, enhance motivation and performance and influence the broader landscape of educational technology.Originality/valueThis study combines game-based learning with augmented reality tools to develop a novel GARNS, which provides an innovative and effective learning tool suitable for the characteristics of makerspace and contributes to promoting makerspace user education and diversified learning modes. Additionally, most interviewees believed that using GARNS for educating makerspace users could assist them in consistently evaluating, choosing and discovering educational tasks in a library makerspace. This study contributes to promoting the popularization of makerspace user education.
引用
收藏
页码:78 / 101
页数:24
相关论文
共 50 条
  • [1] Game-Based Learning With Augmented Reality for History Education
    Carrascosa, Carlos Lazaro
    Ylardia, Irene Palomero
    Paredes-Velasco, Maximiliano
    Garcia-Suelto, Maria del Carmen Navarro
    IEEE REVISTA IBEROAMERICANA DE TECNOLOGIAS DEL APRENDIZAJE-IEEE RITA, 2024, 19 (01): : 14 - 23
  • [2] A Systematic Review of Augmented Reality Game-Based Applications in Primary Education
    Fotaris, Panagiotis
    Pellas, Nikolaos
    Kazanidis, Ioannis
    Smith, Paul
    PROCEEDINGS OF THE 11TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2017), 2017, : 181 - 190
  • [3] Learning Effects of Augmented Reality and Game-Based Learning for Science Teaching in Higher Education in the Context of Education for Sustainable Development
    Czok, Valerie
    Krug, Manuel
    Mueller, Sascha
    Huwer, Johannes
    Weitzel, Holger
    SUSTAINABILITY, 2023, 15 (21)
  • [4] User Evaluation on a Mobile Augmented Reality Game-based Application as a Learning Tool for Biology
    Lam, Meng Chun
    Lim, Soon Ming
    Tan, Siok Yee
    TEM JOURNAL-TECHNOLOGY EDUCATION MANAGEMENT INFORMATICS, 2023, 12 (01): : 550 - 557
  • [5] Virtual and Augmented Reality game-based applications to Civil Engineering Education
    Dinis, Fabio Matoseiro
    Guimaraes, Ana Sofia
    Carvalho, Barbara Rangel
    Pocas Martins, Joao Pedro
    PROCEEDINGS OF 2017 IEEE GLOBAL ENGINEERING EDUCATION CONFERENCE (EDUCON2017), 2017, : 1683 - 1688
  • [6] An Augmented Reality to Support Mobile Game-based Learning in Science Museum on Biodiversity
    Meekaew, Nongluk
    Ketpichainarong, Watcharee
    2018 7TH INTERNATIONAL CONGRESS ON ADVANCED APPLIED INFORMATICS (IIAI-AAI 2018), 2018, : 250 - 255
  • [7] Game-based Evacuation Drills using Simple Augmented Reality
    Mitsuhara, Hiroyuki
    Shishibori, Masami
    Kawai, Junya
    Iguchi, Keisuke
    2016 IEEE 16TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT), 2016, : 133 - 137
  • [8] Effects of augmented reality game-based learning on students' engagement
    Wang, Yang
    INTERNATIONAL JOURNAL OF SCIENCE EDUCATION PART B-COMMUNICATION AND PUBLIC ENGAGEMENT, 2022, 12 (03): : 254 - 270
  • [9] Hybrid Augmented Reality for Participatory Learning: The Hidden Efficacy of Multi-User Game-Based Simulation
    Oh, Seungjae
    So, Hyo-Jeong
    Gaydos, Matthew
    IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, 2018, 11 (01): : 115 - 127
  • [10] An Interactive Information System That Supports an Augmented Reality Game in the Context of Game-Based Learning
    Costa, Maria Cristina
    Santos, Paulo
    Patricio, Joao Manuel
    Manso, Antonio
    MULTIMODAL TECHNOLOGIES AND INTERACTION, 2021, 5 (12)