Mobile Serious Game using Augmented Reality for Increasing Quality of Learning

A. Rifa’i, Tri Ika Jaya Kusumawati, M. Purnomo
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Abstract

Traditional learning is currently considered as boring learning for students. This study presents a new learning media to provide opportunities for students to learn the concept of computer networks more realistically. The learning process has been mobile gamified with a serious game approach using augmented reality. Bloom’s Taxonomy was used to arrange the material. The evaluation of game-based learning outcomes was carried out using a quasi-experimental pretest-posttest group design method. Three classes were randomly selected to experiment. The first class was chosen to use games with instructional learning from the teacher, the second class used games without teacher instruction, while the last class used traditional learning. The 3X1 covariance was used to compare groups. A pairwise comparison shows that learning using games with teacher instruction has better results than learning games without teacher instruction. Meanwhile, the opposite result is shown in the data on student interest in learning.
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使用增强现实提高学习质量的手机严肃游戏
传统的学习目前被认为是枯燥的学习。本研究提供了一种新的学习媒介,让学生有机会更真实地学习计算机网络的概念。学习过程已经通过使用增强现实的严肃游戏方法移动游戏化。布鲁姆分类法用于整理材料。游戏学习效果的评估采用准实验的前测后测分组设计方法。随机选取三个班级进行实验。第一组采用游戏教学,第二组采用游戏教学,最后一组采用传统教学。采用3X1协方差进行组间比较。两两比较表明,有教师指导的游戏学习比没有教师指导的游戏学习效果更好。与此同时,学生学习兴趣的数据显示出相反的结果。
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