Learning behavior in augmented reality-mediated mobile game-based learning

被引:3
作者
Yu, Ya-Lun [1 ]
Wu, Ting Ting [1 ]
Huang, Yueh-Min [2 ]
机构
[1] Natl Yunlin Univ Sci & Technol, Grad Sch Technol & Vocat Educ, Touliu, Taiwan
[2] Natl Cheng Kung Univ, Dept Engn Sci, Tainan, Taiwan
关键词
Card game; Learning behavior; Mobile game-based learning; Augmented reality; Attention; Learning efficiency; ACADEMIC-ACHIEVEMENT; EXPERIENCE; INFORMATION; SYSTEM; IMPACT;
D O I
10.1108/LHT-03-2022-0122
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
Purpose This paper aims to investigate whether the effects of children's current learning are related to their learning efficiency and behavior when they are exposed to two different gaming media. Design/methodology/approach In this paper the authors used a quasi-experimental design to determine whether game-based learning can be improved by using mobile devices equipped with augmented reality (AR). Findings The control group using the card game was careful to find the correct answer, with the intention of "obtaining the maximum score with the highest rate of correctness," whereas the experimental group using the AR board game played aggressively by "obtaining the maximum score with the highest number." Research limitations/implications Although integrating an AR board game into the curriculum is an effective approach, the need to implement such a game in response to different learning attitudes and behaviors of students should be addressed. Practical implications Depending on the learning situation, different teaching methods and aids can be used to help students effectively learn. The recommendations based on this experiment can broaden the teaching field and allow for a wider range of experimental studies. Originality/value Learning behavior was observed, and user attention was interpreted using MindWave Mobile.
引用
收藏
页码:530 / 546
页数:17
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