GAMIFYING “WHOLE-PERSON EDUCATION”: THE DEVELOPMENT OF A MOBILE APPLICATION WITH AUGMENTED REALITY

IF 0.5 Q4 EDUCATION & EDUCATIONAL RESEARCH Information Technologies and Learning Tools Pub Date : 2022-10-31 DOI:10.33407/itlt.v91i5.5050
Dave E. Marcial, Joy M. Dy, Jade O. Montemayor
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Abstract

Whole-person education is what many educational institutions aim for, especially in these times of rapid technological innovations. Silliman University, one of the oldest universities in the Philippines, offers whole-person education to achieve total human development. This study is an innovative technology integration in the classroom of the course “whole-person education”. Specifically, this paper describes the development of a mobile game application that integrates augmented reality. Applying the gamification theory, a learning trail about the 5Cs of Silliman Education - Classroom, Church, Culture, Court, and the Community, was integrated. The learning trail consists of three learning paths, and each path consists of ten checkpoints. Three qualifying questions were embedded to determine the player’s learning path. Each checkpoint is augmented using QR codes. Players need to complete the game in the shortest possible time. The educational game mobile application was developed using Appery.io, a rapid development, integration, and deployment platform. The mobile application runs on the Android operating system as part of the first release. A survey was conducted among 244 players of the game application. A 4-point scale questionnaire is integrated into the game app, asking the players about their level of agreement with the statements representing their game evaluation. The result shows that the game application was evaluated positively by the respondents, with a mean of 3.69. Expressly, the players agreed (  = 3.69) that they learned a lot about the AR trail. The students also agreed (  = 3.35) to the statement, “I would like my teachers to integrate apps like this in my classes.” The result implies that augmented reality and gamification as teaching strategies in the classroom are perceived positively and accepted by the students. The educational game promotes the understanding of whole-person education especially in a developing country where digital divide is a pressing issue.
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游戏化“全人教育”:开发一款带有增强现实的移动应用程序
全人教育是许多教育机构的目标,特别是在这个技术快速创新的时代。西利曼大学是菲律宾最古老的大学之一,提供全人教育,以实现人的全面发展。本研究是“全人教育”课程课堂的创新技术整合。具体来说,本文描述了一个集成了增强现实的移动游戏应用程序的开发。运用游戏化理论,对西利曼教育的5c——课堂、教会、文化、法庭和社区——进行了整合。学习路径由三条学习路径组成,每条路径由十个检查点组成。我们嵌入了三个限定问题来确定玩家的学习路径。每个检查点都使用QR码进行增强。玩家需要在尽可能短的时间内完成游戏。这款教育类游戏手机应用是用apery开发的。Io,一个快速开发、集成和部署平台。作为第一个版本的一部分,该移动应用程序在Android操作系统上运行。对244名该游戏应用程序的玩家进行了调查。游戏应用整合了一份4分制的问卷,询问玩家对代表他们对游戏评价的陈述的认同程度。结果显示,受访者对游戏应用的评价是积极的,平均得分为3.69分。明确地,玩家同意(= 3.69),他们学到了很多关于AR的线索。学生们也同意(= 3.35)的说法,“我希望我的老师在我的课堂上整合这样的应用程序。”结果表明,增强现实和游戏化作为课堂教学策略被学生积极地感知和接受。教育游戏促进了对全人教育的理解,特别是在数字鸿沟是一个紧迫问题的发展中国家。
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来源期刊
Information Technologies and Learning Tools
Information Technologies and Learning Tools EDUCATION & EDUCATIONAL RESEARCH-
自引率
50.00%
发文量
89
审稿时长
40 weeks
期刊最新文献
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