Turning Your Book into a Game: Improving Motivation through Tangible Interaction and Diegetic Feedback in an AR Mathematics Game for Children

Jingya Li, E. D. Spek, Jun Hu, L. Feijs
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引用次数: 18

Abstract

Augmented reality game-based learning has become an emerging trend in the field of education as it has the potential to increase children's learning motivation for subjects such as mathematics. However, to achieve the benefits for children effectively, AR serious games need to be appropriately designed, especially in respect to their novel interactions and representation paradigms. In this paper, we report on an exploratory experiment to investigate how different interaction techniques (digital screen-touch interaction vs real-world tangible interaction) and different feedback mechanisms (non-diegetic feedback vs diegetic feedback) affect 7-8-year-old children's motivation for mathematics learning. Our results show that diegetic feedback led to the game being considered significantly more enjoyable, as well as inducing greater feelings of competence and autonomy; screen-touch interaction versus tangible interaction did not change motivation directly, nor did we find interaction effects between the presentation and interaction modes. By analyzing the results and based on previous studies, we identify recommendations for designers to develop motivating serious AR games for children.
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把你的书变成一个游戏:提高动机通过有形的互动和叙事反馈在儿童AR数学游戏
基于增强现实游戏的学习已经成为教育领域的一种新兴趋势,因为它有可能增加儿童对数学等科目的学习动机。然而,为了有效地为儿童带来好处,AR严肃游戏需要进行适当的设计,特别是在其新颖的互动和表现范式方面。本文通过一项探索性实验,探讨了不同互动技术(数字触屏互动与现实世界有形互动)和不同反馈机制(非叙事化反馈与叙事化反馈)对7-8岁儿童数学学习动机的影响。我们的研究结果表明,叙事反馈会让游戏变得更有趣,也会让玩家产生更强的能力感和自主性;触屏互动与有形互动并没有直接改变动机,我们也没有发现呈现和互动模式之间的互动效果。通过分析结果并基于先前的研究,我们确定了设计师为儿童开发激励严肃AR游戏的建议。
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