Augmented Reality-Based Board Game for Learning English for Junior High School Students

Q4 Business, Management and Accounting European Journal of Business Science and Technology Pub Date : 2022-08-10 DOI:10.24167/jbt.v2i2.4391
Handy Putra Maslan, E. Nugroho, Fx. Hendra Prasetya
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引用次数: 0

Abstract

English is the language used by all countries as the main communication tool. By understanding English, young people can have the opportunity to work abroad and gain more knowledge and better job opportunities. But education in Indonesia and the willingness of young people to learn is still low, young people tend to prefer to play games rather than learn. Therefore, a game made with Augmented Reality technology was combined with a Board Game called the game "ArReadSpeed" in hopes of helping young people especially those still sitting in junior high schools (SMP) to learn while playing. This game can be played by 4 people, so we can give free time children the game "ArReadSpeed". But because currently there is a Corona pandemic, the data search and testing process must be changed by going through online classes. The purpose of this study is about how to formulate games so that it can make young people more easily learn English lessons. The formulation in it determines the gameplay, reward system, and punishment for incorrectly answering questions. After the game was finished, some junior high school children were tested and the results were that performance expectations (usability) and entertainment (pleasure) had a correlation with the variable wanting to continue to use (desire to use again).
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基于增强现实的初中生英语学习桌游
英语是所有国家使用的主要沟通工具。通过了解英语,年轻人可以有机会到国外工作,获得更多的知识和更好的工作机会。但印尼的教育和年轻人学习的意愿仍然很低,年轻人往往更喜欢玩游戏而不是学习。因此,一款用增强现实技术制作的游戏与一款名为“ArReadSpeed”的桌面游戏结合在一起,希望能帮助年轻人,尤其是那些还在初中读书的年轻人在游戏中学习。这个游戏可以4个人玩,所以我们可以给孩子们自由时间的游戏“ArReadSpeed”。但由于目前有冠状病毒大流行,必须通过在线课程改变数据搜索和测试过程。本研究的目的是关于如何制定游戏,使年轻人更容易地学习英语课程。其中的公式决定了游戏玩法、奖励系统和错误回答问题的惩罚。游戏结束后,我们对一些初中生进行了测试,结果显示,表现期望(可用性)和娱乐(愉悦感)与想要继续使用的变量(再次使用的欲望)存在相关性。
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来源期刊
European Journal of Business Science and Technology
European Journal of Business Science and Technology Business, Management and Accounting-Business and International Management
CiteScore
0.80
自引率
0.00%
发文量
7
审稿时长
18 weeks
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