{"title":"游戏化增强现实应用对几何学习的激励效应分析","authors":"Pornpon Thamrongrat, E. Law","doi":"10.1145/3441000.3441034","DOIUrl":null,"url":null,"abstract":"Gamification has been recognised for its motivational power and been increasingly integrated into Augmented Reality (AR)-based educational applications. However, results of the existing studies on the effect of gamified AR apps on learning motivation remain inconclusive. To address this issue, we developed an AR learning app and its three gamified variants - Badges, Points, and Timer. Each of the apps was used by a group of 30 students aged 12-16 years to learn 3D geometry. To assess the impact of these AR apps on learning motivation, we constructed a three-item questionnaire, measuring Interest, Confidence and Intention to Use, which was administered after each of the six rounds of interaction with the apps. Results showed that there were no other significant differences in the motivational effect between the gamified and non-gamified apps, and Points had a stronger learning effect than Badges or Timer. Implications for designing the gamification elements are drawn.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"64 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Analysis of The Motivational Effect of Gamified Augmented Reality Apps for Learning Geometry\",\"authors\":\"Pornpon Thamrongrat, E. Law\",\"doi\":\"10.1145/3441000.3441034\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Gamification has been recognised for its motivational power and been increasingly integrated into Augmented Reality (AR)-based educational applications. However, results of the existing studies on the effect of gamified AR apps on learning motivation remain inconclusive. To address this issue, we developed an AR learning app and its three gamified variants - Badges, Points, and Timer. Each of the apps was used by a group of 30 students aged 12-16 years to learn 3D geometry. To assess the impact of these AR apps on learning motivation, we constructed a three-item questionnaire, measuring Interest, Confidence and Intention to Use, which was administered after each of the six rounds of interaction with the apps. Results showed that there were no other significant differences in the motivational effect between the gamified and non-gamified apps, and Points had a stronger learning effect than Badges or Timer. Implications for designing the gamification elements are drawn.\",\"PeriodicalId\":265398,\"journal\":{\"name\":\"Proceedings of the 32nd Australian Conference on Human-Computer Interaction\",\"volume\":\"64 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-12-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 32nd Australian Conference on Human-Computer Interaction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3441000.3441034\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3441000.3441034","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Analysis of The Motivational Effect of Gamified Augmented Reality Apps for Learning Geometry
Gamification has been recognised for its motivational power and been increasingly integrated into Augmented Reality (AR)-based educational applications. However, results of the existing studies on the effect of gamified AR apps on learning motivation remain inconclusive. To address this issue, we developed an AR learning app and its three gamified variants - Badges, Points, and Timer. Each of the apps was used by a group of 30 students aged 12-16 years to learn 3D geometry. To assess the impact of these AR apps on learning motivation, we constructed a three-item questionnaire, measuring Interest, Confidence and Intention to Use, which was administered after each of the six rounds of interaction with the apps. Results showed that there were no other significant differences in the motivational effect between the gamified and non-gamified apps, and Points had a stronger learning effect than Badges or Timer. Implications for designing the gamification elements are drawn.